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Author SHA1 Message Date
Colin Basnett
bc98c26793 Initial commit for UE1 exec command export 2023-08-25 16:57:26 -07:00
19 changed files with 199 additions and 392 deletions

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@@ -1,34 +0,0 @@
---
name: Bug report
about: Create a report to help us improve
title: ''
labels: ''
assignees: ''
---
**Versions**
Blender: (example: 3.6.2)
io_scene_psk_psa: (example: 5.0.0)
**Describe the bug**
A clear and concise description of what the bug is.
**To Reproduce**
Steps to reproduce the behavior:
1. Go to '...'
2. Click on '....'
3. Scroll down to '....'
4. See error
**Expected behavior**
A clear and concise description of what you expected to happen.
**Screenshots**
If applicable, add screenshots to help explain your problem.
**Files**
Please post attachments of the PSK and/or PSA files that you are using to encounter the bug, if any.
**Additional context**
Add any other context about the problem here.

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@@ -1,20 +0,0 @@
---
name: Feature request
about: Suggest an idea for this project
title: ''
labels: ''
assignees: ''
---
**Is your feature request related to a problem? Please describe.**
A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]
**Describe the solution you'd like**
A clear and concise description of what you want to happen.
**Describe alternatives you've considered**
A clear and concise description of any alternative solutions or features you've considered.
**Additional context**
Add any other context or screenshots about the feature request here.

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@@ -1,32 +1,24 @@
[![Blender](https://img.shields.io/badge/Blender->=4.0-blue?logo=blender&logoColor=white)](https://www.blender.org/download/ "Download Blender") [![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/) [![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) [![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 versions of the Unreal Engine. 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 versions 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 file section data is supported for import only (vertex normals, extra UV channels, vertex colors, shape keys). * 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.
* 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 collections can be excluded from PSK/PSA export (useful for excluding non-contributing bones such as IK controllers). * 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).
* 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) or NLA track strips, 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 direct 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. * Manual re-ordering of material slots when exporting multiple mesh objects.
## Compatibility
| Blender Version | Addon Version | LTS Support |
|--------------------------------------------------------------|--------------------------------------------------------------------------------|-------------------|
| 4.0+ | [latest](https://github.com/DarklightGames/io_scene_psk_psa/releases/latest) | TBD |
| [3.4 - 3.6](https://www.blender.org/download/lts/3-6/) | [5.0.5](https://github.com/DarklightGames/io_scene_psk_psa/releases/tag/5.0.5) | ✅️ June 2025 |
| [2.93 - 3.3](https://www.blender.org/download/releases/3-3/) | [4.3.0](https://github.com/DarklightGames/io_scene_psk_psa/releases/tag/4.3.0) | ✅️ September 2024 |
Bug fixes will be issued for legacy addon versions that are under [Blender's LTS maintenance period](https://www.blender.org/download/lts/). Once the LTS period has ended, legacy addon-on versions will no longer be supported by the maintainers of this repository, although we will accept pull requests for bug fixes.
# 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 4.0.0 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.

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@@ -1,10 +1,8 @@
from bpy.app.handlers import persistent
bl_info = { bl_info = {
"name": "PSK/PSA Importer/Exporter", "name": "PSK/PSA Importer/Exporter",
"author": "Colin Basnett, Yurii Ti", "author": "Colin Basnett, Yurii Ti",
"version": (6, 0, 0), "version": (5, 0, 3),
"blender": (4, 0, 0), "blender": (3, 4, 0),
"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",
@@ -30,7 +28,6 @@ if 'bpy' in locals():
importlib.reload(psk_import_operators) importlib.reload(psk_import_operators)
importlib.reload(psa_data) importlib.reload(psa_data)
importlib.reload(psa_config)
importlib.reload(psa_reader) importlib.reload(psa_reader)
importlib.reload(psa_writer) importlib.reload(psa_writer)
importlib.reload(psa_builder) importlib.reload(psa_builder)
@@ -56,7 +53,6 @@ else:
from .psk.import_ import operators as psk_import_operators from .psk.import_ import operators as psk_import_operators
from .psa import data as psa_data from .psa import data as psa_data
from .psa import config as psa_config
from .psa import reader as psa_reader from .psa import reader as psa_reader
from .psa import writer as psa_writer from .psa import writer as psa_writer
from .psa import builder as psa_builder from .psa import builder as psa_builder
@@ -128,16 +124,3 @@ def unregister():
if __name__ == '__main__': if __name__ == '__main__':
register() register()
@persistent
def load_handler(dummy):
# Convert old `psa_sequence_fps` property to new `psa_export.fps` property.
# This is only needed for backwards compatibility with files that may have used older versions of the addon.
for action in bpy.data.actions:
if 'psa_sequence_fps' in action:
action.psa_export.fps = action['psa_sequence_fps']
del action['psa_sequence_fps']
bpy.app.handlers.load_post.append(load_handler)

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@@ -1,5 +1,6 @@
import re import re
import typing import typing
from collections import Counter
from typing import List, Iterable from typing import List, Iterable
import addon_utils import addon_utils
@@ -29,49 +30,43 @@ def get_nla_strips_in_frame_range(animation_data: AnimData, frame_min: float, fr
return strips return strips
def populate_bone_collection_list(armature_object: Object, bone_collection_list: bpy.props.CollectionProperty) -> None: def populate_bone_group_list(armature_object: Object, bone_group_list: bpy.props.CollectionProperty) -> None:
""" """
Updates the bone collections collection. Updates the bone group collection.
Bone collection selections are preserved between updates unless none of the groups were previously selected; Bone group selections are preserved between updates unless none of the groups were previously selected;
otherwise, all collections are selected by default. otherwise, all groups are selected by default.
""" """
has_selected_collections = any([g.is_selected for g in bone_collection_list]) has_selected_groups = any([g.is_selected for g in bone_group_list])
unassigned_collection_is_selected, selected_assigned_collection_names = True, [] unassigned_group_is_selected, selected_assigned_group_names = True, []
if armature_object is None: if has_selected_groups:
return
if has_selected_collections:
# Preserve group selections before clearing the list. # Preserve group selections before clearing the list.
# We handle selections for the unassigned group separately to cover the edge case # We handle selections for the unassigned group separately to cover the edge case
# where there might be an actual group with 'Unassigned' as its name. # where there might be an actual group with 'Unassigned' as its name.
unassigned_collection_idx, unassigned_collection_is_selected = next(iter([ unassigned_group_idx, unassigned_group_is_selected = next(iter([
(i, g.is_selected) for i, g in enumerate(bone_collection_list) if g.index == -1]), (-1, False)) (i, g.is_selected) for i, g in enumerate(bone_group_list) if g.index == -1]), (-1, False))
selected_assigned_collection_names = [ selected_assigned_group_names = [
g.name for i, g in enumerate(bone_collection_list) if i != unassigned_collection_idx and g.is_selected] g.name for i, g in enumerate(bone_group_list) if i != unassigned_group_idx and g.is_selected]
bone_collection_list.clear() bone_group_list.clear()
armature = armature_object.data if armature_object and armature_object.pose:
bone_group_counts = Counter(map(lambda x: x.bone_group, armature_object.pose.bones))
if armature is None: item = bone_group_list.add()
return item.name = 'Unassigned'
item.index = -1
item.count = 0 if None not in bone_group_counts else bone_group_counts[None]
item.is_selected = unassigned_group_is_selected
item = bone_collection_list.add() for bone_group_index, bone_group in enumerate(armature_object.pose.bone_groups):
item.name = 'Unassigned' item = bone_group_list.add()
item.index = -1 item.name = bone_group.name
# Count the number of bones without an assigned bone collection item.index = bone_group_index
item.count = sum(map(lambda bone: 1 if len(bone.collections) == 0 else 0, armature.bones)) item.count = 0 if bone_group not in bone_group_counts else bone_group_counts[bone_group]
item.is_selected = unassigned_collection_is_selected item.is_selected = bone_group.name in selected_assigned_group_names if has_selected_groups else True
for bone_collection_index, bone_collection in enumerate(armature.collections):
item = bone_collection_list.add()
item.name = bone_collection.name
item.index = bone_collection_index
item.count = len(bone_collection.bones)
item.is_selected = bone_collection.name in selected_assigned_collection_names if has_selected_collections else True
def check_bone_names(bone_names: Iterable[str]): def check_bone_names(bone_names: Iterable[str]):
@@ -83,15 +78,15 @@ def check_bone_names(bone_names: Iterable[str]):
f'You can bypass this by disabling "Enforce Bone Name Restrictions" in the export settings.') f'You can bypass this by disabling "Enforce Bone Name Restrictions" in the export settings.')
def get_export_bone_names(armature_object: Object, bone_filter_mode: str, bone_collection_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 collections. Returns a sorted list of bone indices that should be exported for the given bone filter mode and bone groups.
Note that the ancestors of bones within the bone collections will also be present in the returned list. Note that the ancestors of bones within the bone groups will also be present in the returned list.
:param armature_object: Blender object with type 'ARMATURE' :param armature_object: Blender object with type 'ARMATURE'
:param bone_filter_mode: One of ['ALL', 'BONE_COLLECTIONS'] :param bone_filter_mode: One of ['ALL', 'BONE_GROUPS']
:param bone_collection_indices: List of bone collection indices to be exported. :param bone_group_indices: List of bone group indices to be exported.
:return: A sorted list of bone indices that should be exported. :return: A sorted list of bone indices that should be exported.
""" """
if armature_object is None or armature_object.type != 'ARMATURE': if armature_object is None or armature_object.type != 'ARMATURE':
@@ -99,21 +94,16 @@ def get_export_bone_names(armature_object: Object, bone_filter_mode: str, bone_c
armature_data = typing.cast(bpy.types.Armature, armature_object.data) armature_data = typing.cast(bpy.types.Armature, armature_object.data)
bones = armature_data.bones bones = armature_data.bones
pose_bones = armature_object.pose.bones
bone_names = [x.name for x in bones] bone_names = [x.name for x in bones]
# Get a list of the bone indices that we are explicitly including. # Get a list of the bone indices that we are explicitly including.
bone_index_stack = [] bone_index_stack = []
is_exporting_unassigned_bone_collections = -1 in bone_collection_indices is_exporting_none_bone_groups = -1 in bone_group_indices
bone_collections = list(armature_data.collections) for bone_index, pose_bone in enumerate(pose_bones):
for bone_index, bone in enumerate(bones):
# Check if this bone is in any of the collections in the bone collection indices list.
this_bone_collection_indices = set(bone_collections.index(x) for x in bone.collections)
is_in_exported_bone_collections = len(set(bone_collection_indices).intersection(this_bone_collection_indices)) > 0
if bone_filter_mode == 'ALL' or \ if bone_filter_mode == 'ALL' or \
(len(bone.collections) == 0 and is_exporting_unassigned_bone_collections) or \ (pose_bone.bone_group is None and is_exporting_none_bone_groups) or \
is_in_exported_bone_collections: (pose_bone.bone_group is not None and pose_bone.bone_group_index in bone_group_indices):
bone_index_stack.append((bone_index, None)) bone_index_stack.append((bone_index, None))
# For each bone that is explicitly being added, recursively walk up the hierarchy and ensure that all of # For each bone that is explicitly being added, recursively walk up the hierarchy and ensure that all of

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@@ -26,11 +26,12 @@ class PsaBuildOptions:
self.animation_data: Optional[AnimData] = None self.animation_data: Optional[AnimData] = None
self.sequences: List[PsaBuildSequence] = [] self.sequences: List[PsaBuildSequence] = []
self.bone_filter_mode: str = 'ALL' self.bone_filter_mode: str = 'ALL'
self.bone_collection_indices: List[int] = [] self.bone_group_indices: List[int] = []
self.should_enforce_bone_name_restrictions: bool = False self.should_enforce_bone_name_restrictions: bool = False
self.sequence_name_prefix: str = '' self.sequence_name_prefix: str = ''
self.sequence_name_suffix: str = '' self.sequence_name_suffix: str = ''
self.root_motion: bool = False self.root_motion: bool = False
self.unreal_engine_1_mode: bool = False
def _get_pose_bone_location_and_rotation(pose_bone: PoseBone, armature_object: Object, options: PsaBuildOptions): def _get_pose_bone_location_and_rotation(pose_bone: PoseBone, armature_object: Object, options: PsaBuildOptions):
@@ -73,7 +74,7 @@ def build_psa(context: bpy.types.Context, options: PsaBuildOptions) -> Psa:
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_object, options.bone_filter_mode, options.bone_collection_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.

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@@ -1,48 +0,0 @@
import re
from configparser import ConfigParser
from typing import Dict
from .reader import PsaReader
REMOVE_TRACK_LOCATION = (1 << 0)
REMOVE_TRACK_ROTATION = (1 << 1)
class PsaConfig:
def __init__(self):
self.sequence_bone_flags: Dict[str, Dict[int, int]] = dict()
def read_psa_config(psa_reader: PsaReader, file_path: str) -> PsaConfig:
psa_config = PsaConfig()
config = ConfigParser()
config.read(file_path)
psa_sequence_names = list(psa_reader.sequences.keys())
lowercase_sequence_names = [sequence_name.lower() for sequence_name in psa_sequence_names]
if config.has_section('RemoveTracks'):
for key, value in config.items('RemoveTracks'):
match = re.match(f'^(.+)\.(\d+)$', key)
sequence_name = match.group(1)
bone_index = int(match.group(2))
# Map the sequence name onto the actual sequence name in the PSA file.
try:
sequence_name = psa_sequence_names[lowercase_sequence_names.index(sequence_name.lower())]
except ValueError:
pass
if sequence_name not in psa_config.sequence_bone_flags:
psa_config.sequence_bone_flags[sequence_name] = dict()
match value:
case 'all':
psa_config.sequence_bone_flags[sequence_name][bone_index] = (REMOVE_TRACK_LOCATION | REMOVE_TRACK_ROTATION)
case 'trans':
psa_config.sequence_bone_flags[sequence_name][bone_index] = REMOVE_TRACK_LOCATION
case 'rot':
psa_config.sequence_bone_flags[sequence_name][bone_index] = REMOVE_TRACK_ROTATION
return psa_config

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@@ -1,3 +1,4 @@
import os.path
import re import re
from collections import Counter from collections import Counter
from typing import List, Iterable, Dict, Tuple from typing import List, Iterable, Dict, Tuple
@@ -10,8 +11,8 @@ from bpy_types import Operator
from .properties import PSA_PG_export, PSA_PG_export_action_list_item, filter_sequences from .properties import PSA_PG_export, PSA_PG_export_action_list_item, filter_sequences
from ..builder import build_psa, PsaBuildSequence, PsaBuildOptions from ..builder import build_psa, PsaBuildSequence, PsaBuildOptions
from ..writer import write_psa from ..writer import write_psa, write_psa_import_commands
from ...helpers import populate_bone_collection_list, get_nla_strips_in_frame_range from ...helpers import populate_bone_group_list, get_nla_strips_in_frame_range
def is_action_for_armature(armature: Armature, action: Action): def is_action_for_armature(armature: Armature, action: Action):
@@ -97,7 +98,16 @@ def get_sequence_fps(context: Context, fps_source: str, fps_custom: float, actio
return fps_custom return fps_custom
elif fps_source == 'ACTION_METADATA': elif fps_source == 'ACTION_METADATA':
# Get the minimum value of action metadata FPS values. # Get the minimum value of action metadata FPS values.
return min([action.psa_export.fps for action in actions]) 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: else:
raise RuntimeError(f'Invalid FPS source "{fps_source}"') raise RuntimeError(f'Invalid FPS source "{fps_source}"')
@@ -119,9 +129,9 @@ def get_animation_data_object(context: Context) -> Object:
def is_bone_filter_mode_item_available(context, identifier): def is_bone_filter_mode_item_available(context, identifier):
if identifier == 'BONE_COLLECTIONS': if identifier == 'BONE_GROUPS':
armature = context.active_object.data obj = context.active_object
if len(armature.collections) == 0: if not obj.pose or not obj.pose.bone_groups:
return False return False
return True return True
@@ -291,21 +301,22 @@ class PSA_OT_export(Operator, ExportHelper):
row = layout.row(align=True) row = layout.row(align=True)
row.prop(pg, 'bone_filter_mode', text='Bones') row.prop(pg, 'bone_filter_mode', text='Bones')
if pg.bone_filter_mode == 'BONE_COLLECTIONS': if pg.bone_filter_mode == 'BONE_GROUPS':
row = layout.row(align=True) row = layout.row(align=True)
row.label(text='Select') row.label(text='Select')
row.operator(PSA_OT_export_bone_collections_select_all.bl_idname, text='All', icon='CHECKBOX_HLT') row.operator(PSA_OT_export_bone_groups_select_all.bl_idname, text='All', icon='CHECKBOX_HLT')
row.operator(PSA_OT_export_bone_collections_deselect_all.bl_idname, text='None', icon='CHECKBOX_DEHLT') row.operator(PSA_OT_export_bone_groups_deselect_all.bl_idname, text='None', icon='CHECKBOX_DEHLT')
rows = max(3, min(len(pg.bone_collection_list), 10)) rows = max(3, min(len(pg.bone_group_list), 10))
layout.template_list('PSX_UL_bone_collection_list', '', pg, 'bone_collection_list', pg, 'bone_collection_list_index', layout.template_list('PSX_UL_bone_group_list', '', pg, 'bone_group_list', pg, 'bone_group_list_index',
rows=rows) rows=rows)
layout.prop(pg, 'should_enforce_bone_name_restrictions') layout.prop(pg, 'should_enforce_bone_name_restrictions')
layout.separator() layout.separator()
# ROOT MOTION
layout.prop(pg, 'root_motion', text='Root Motion') layout.prop(pg, 'root_motion', text='Root Motion')
layout.prop(pg, 'should_write_import_commands', text='Write Import Commands')
@classmethod @classmethod
def _check_context(cls, context): def _check_context(cls, context):
@@ -332,7 +343,8 @@ class PSA_OT_export(Operator, ExportHelper):
update_actions_and_timeline_markers(context, self.armature_object.data) update_actions_and_timeline_markers(context, self.armature_object.data)
populate_bone_collection_list(self.armature_object, pg.bone_collection_list) # Populate bone groups list.
populate_bone_group_list(self.armature_object, pg.bone_group_list)
context.window_manager.fileselect_add(self) context.window_manager.fileselect_add(self)
@@ -398,7 +410,7 @@ class PSA_OT_export(Operator, ExportHelper):
options.animation_data = animation_data options.animation_data = animation_data
options.sequences = export_sequences options.sequences = export_sequences
options.bone_filter_mode = pg.bone_filter_mode options.bone_filter_mode = pg.bone_filter_mode
options.bone_collection_indices = [x.index for x in pg.bone_collection_list if x.is_selected] options.bone_group_indices = [x.index for x in pg.bone_group_list if x.is_selected]
options.should_ignore_bone_name_restrictions = pg.should_enforce_bone_name_restrictions options.should_ignore_bone_name_restrictions = pg.should_enforce_bone_name_restrictions
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
@@ -413,6 +425,12 @@ class PSA_OT_export(Operator, ExportHelper):
write_psa(psa, self.filepath) write_psa(psa, self.filepath)
if pg.should_write_import_commands:
# Replace the extension in the file path to be ".uc" instead of ".psa".
# This is because the Unreal Engine 1 import command expects the file to have a ".uc" extension.
filepath = os.path.splitext(self.filepath)[0] + '.uc'
write_psa_import_commands(psa, filepath)
return {'FINISHED'} return {'FINISHED'}
@@ -480,42 +498,42 @@ class PSA_OT_export_actions_deselect_all(Operator):
return {'FINISHED'} return {'FINISHED'}
class PSA_OT_export_bone_collections_select_all(Operator): class PSA_OT_export_bone_groups_select_all(Operator):
bl_idname = 'psa_export.bone_collections_select_all' bl_idname = 'psa_export.bone_groups_select_all'
bl_label = 'Select All' bl_label = 'Select All'
bl_description = 'Select all bone collections' bl_description = 'Select all bone groups'
bl_options = {'INTERNAL'} bl_options = {'INTERNAL'}
@classmethod @classmethod
def poll(cls, context): def poll(cls, context):
pg = getattr(context.scene, 'psa_export') pg = getattr(context.scene, 'psa_export')
item_list = pg.bone_collection_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 = getattr(context.scene, 'psa_export') pg = getattr(context.scene, 'psa_export')
for item in pg.bone_collection_list: for item in pg.bone_group_list:
item.is_selected = True item.is_selected = True
return {'FINISHED'} return {'FINISHED'}
class PSA_OT_export_bone_collections_deselect_all(Operator): class PSA_OT_export_bone_groups_deselect_all(Operator):
bl_idname = 'psa_export.bone_collections_deselect_all' bl_idname = 'psa_export.bone_groups_deselect_all'
bl_label = 'Deselect All' bl_label = 'Deselect All'
bl_description = 'Deselect all bone collections' bl_description = 'Deselect all bone groups'
bl_options = {'INTERNAL'} bl_options = {'INTERNAL'}
@classmethod @classmethod
def poll(cls, context): def poll(cls, context):
pg = getattr(context.scene, 'psa_export') pg = getattr(context.scene, 'psa_export')
item_list = pg.bone_collection_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 = getattr(context.scene, 'psa_export') pg = getattr(context.scene, 'psa_export')
for action in pg.bone_collection_list: for action in pg.bone_group_list:
action.is_selected = False action.is_selected = False
return {'FINISHED'} return {'FINISHED'}
@@ -524,6 +542,6 @@ classes = (
PSA_OT_export, PSA_OT_export,
PSA_OT_export_actions_select_all, PSA_OT_export_actions_select_all,
PSA_OT_export_actions_deselect_all, PSA_OT_export_actions_deselect_all,
PSA_OT_export_bone_collections_select_all, PSA_OT_export_bone_groups_select_all,
PSA_OT_export_bone_collections_deselect_all, PSA_OT_export_bone_groups_deselect_all,
) )

View File

@@ -7,7 +7,7 @@ from bpy.props import BoolProperty, PointerProperty, EnumProperty, FloatProperty
StringProperty StringProperty
from bpy.types import PropertyGroup, Object, Action, AnimData, Context from bpy.types import PropertyGroup, Object, Action, AnimData, Context
from ...types import PSX_PG_bone_collection_list_item from ...types import PSX_PG_bone_group_list_item
def psa_export_property_group_animation_data_override_poll(_context, obj): def psa_export_property_group_animation_data_override_poll(_context, obj):
@@ -20,7 +20,7 @@ empty_set = set()
class PSA_PG_export_action_list_item(PropertyGroup): class PSA_PG_export_action_list_item(PropertyGroup):
action: PointerProperty(type=Action) action: PointerProperty(type=Action)
name: StringProperty() name: StringProperty()
is_selected: BoolProperty(default=True) is_selected: BoolProperty(default=False)
frame_start: IntProperty(options={'HIDDEN'}) frame_start: IntProperty(options={'HIDDEN'})
frame_end: IntProperty(options={'HIDDEN'}) frame_end: IntProperty(options={'HIDDEN'})
is_pose_marker: BoolProperty(options={'HIDDEN'}) is_pose_marker: BoolProperty(options={'HIDDEN'})
@@ -124,7 +124,9 @@ class PSA_PG_export(PropertyGroup):
description='', description='',
items=( items=(
('SCENE', 'Scene', '', 'SCENE_DATA', 0), ('SCENE', 'Scene', '', 'SCENE_DATA', 0),
('ACTION_METADATA', 'Action Metadata', 'The frame rate will be determined by action\'s FPS property found in the PSA Export panel.\n\nIf the Sequence Source is Timeline Markers, the lowest value of all contributing actions will be used', 'PROPERTIES', 1), ('ACTION_METADATA', 'Action Metadata',
'The frame rate will be determined by action\'s "psa_sequence_fps" custom property, if it exists. If the Sequence Source is Timeline Markers, the lowest value of all contributing actions will be used. If no metadata is available, the scene\'s frame rate will be used.',
'PROPERTIES', 1),
('CUSTOM', 'Custom', '', 2) ('CUSTOM', 'Custom', '', 2)
) )
) )
@@ -142,12 +144,12 @@ class PSA_PG_export(PropertyGroup):
description='', description='',
items=( items=(
('ALL', 'All', 'All bones will be exported.'), ('ALL', 'All', 'All bones will be exported.'),
('BONE_COLLECTIONS', 'Bone Collections', 'Only bones belonging to the selected bone collections and their ' ('BONE_GROUPS', 'Bone Groups', 'Only bones belonging to the selected bone groups and their ancestors will '
'ancestors will be exported.'), 'be exported.'),
) )
) )
bone_collection_list: CollectionProperty(type=PSX_PG_bone_collection_list_item) bone_group_list: CollectionProperty(type=PSX_PG_bone_group_list_item)
bone_collection_list_index: IntProperty(default=0, name='', description='') bone_group_list_index: IntProperty(default=0, name='', description='')
should_enforce_bone_name_restrictions: BoolProperty( should_enforce_bone_name_restrictions: BoolProperty(
default=False, default=False,
name='Enforce Bone Name Restrictions', name='Enforce Bone Name Restrictions',
@@ -182,6 +184,12 @@ class PSA_PG_export(PropertyGroup):
name='Show Reversed', name='Show Reversed',
description='Show reversed sequences' description='Show reversed sequences'
) )
should_write_import_commands: BoolProperty(
default=True,
options=empty_set,
name='Write PSA Import Commands',
description='Write PSA import commands to a UnrealScript file in the same directory as the exported file'
)
def filter_sequences(pg: PSA_PG_export, sequences) -> List[int]: def filter_sequences(pg: PSA_PG_export, sequences) -> List[int]:

View File

@@ -1,12 +1,10 @@
import os import os
from pathlib import Path
from bpy.props import StringProperty from bpy.props import StringProperty
from bpy.types import Operator, Event, Context from bpy.types import Operator, Event, Context
from bpy_extras.io_utils import ImportHelper from bpy_extras.io_utils import ImportHelper
from .properties import get_visible_sequences from .properties import get_visible_sequences
from ..config import read_psa_config
from ..importer import import_psa, PsaImportOptions from ..importer import import_psa, PsaImportOptions
from ..reader import PsaReader from ..reader import PsaReader
@@ -168,25 +166,13 @@ class PSA_OT_import(Operator, ImportHelper):
options.should_write_keyframes = pg.should_write_keyframes options.should_write_keyframes = pg.should_write_keyframes
options.should_convert_to_samples = pg.should_convert_to_samples options.should_convert_to_samples = pg.should_convert_to_samples
options.bone_mapping_mode = pg.bone_mapping_mode options.bone_mapping_mode = pg.bone_mapping_mode
options.fps_source = pg.fps_source
options.fps_custom = pg.fps_custom
# Read the PSA config file if it exists.
config_path = Path(self.filepath).with_suffix('.config')
if config_path.exists():
options.psa_config = read_psa_config(psa_reader, str(config_path))
if len(sequence_names) == 0:
self.report({'ERROR_INVALID_CONTEXT'}, 'No sequences selected')
return {'CANCELLED'}
result = import_psa(context, psa_reader, context.view_layer.objects.active, options) result = import_psa(context, psa_reader, context.view_layer.objects.active, options)
if len(result.warnings) > 0: if len(result.warnings) > 0:
message = f'Imported {len(sequence_names)} action(s) with {len(result.warnings)} warning(s)\n' message = f'Imported {len(sequence_names)} action(s) with {len(result.warnings)} warning(s)\n'
message += '\n'.join(result.warnings)
self.report({'WARNING'}, message) self.report({'WARNING'}, message)
for warning in result.warnings:
self.report({'WARNING'}, warning)
else: else:
self.report({'INFO'}, f'Imported {len(sequence_names)} action(s)') self.report({'INFO'}, f'Imported {len(sequence_names)} action(s)')
@@ -248,10 +234,6 @@ class PSA_OT_import(Operator, ImportHelper):
col.use_property_decorate = False col.use_property_decorate = False
col.prop(pg, 'should_convert_to_samples') col.prop(pg, 'should_convert_to_samples')
col.separator() col.separator()
# FPS
col.prop(pg, 'fps_source')
if pg.fps_source == 'CUSTOM':
col.prop(pg, 'fps_custom')
col = layout.column(heading='Options') col = layout.column(heading='Options')
col.use_property_split = True col.use_property_split = True

View File

@@ -2,8 +2,7 @@ import re
from fnmatch import fnmatch from fnmatch import fnmatch
from typing import List from typing import List
from bpy.props import StringProperty, BoolProperty, CollectionProperty, IntProperty, PointerProperty, EnumProperty, \ from bpy.props import StringProperty, BoolProperty, CollectionProperty, IntProperty, PointerProperty, EnumProperty
FloatProperty
from bpy.types import PropertyGroup, Text from bpy.types import PropertyGroup, Text
empty_set = set() empty_set = set()
@@ -11,7 +10,7 @@ empty_set = set()
class PSA_PG_import_action_list_item(PropertyGroup): class PSA_PG_import_action_list_item(PropertyGroup):
action_name: StringProperty(options=empty_set) action_name: StringProperty(options=empty_set)
is_selected: BoolProperty(default=True, options=empty_set) is_selected: BoolProperty(default=False, options=empty_set)
class PSA_PG_bone(PropertyGroup): class PSA_PG_bone(PropertyGroup):
@@ -67,21 +66,6 @@ class PSA_PG_import(PropertyGroup):
'\'root\' can be mapped to the armature bone \'Root\')', 'CASE_INSENSITIVE', 1), '\'root\' can be mapped to the armature bone \'Root\')', 'CASE_INSENSITIVE', 1),
) )
) )
fps_source: EnumProperty(name='FPS Source', items=(
('SEQUENCE', 'Sequence', 'The sequence frame rate matches the original frame rate', 'ACTION', 0),
('SCENE', 'Scene', 'The sequence frame rate dilates to match that of the scene', 'SCENE_DATA', 1),
('CUSTOM', 'Custom', 'The sequence frame rate dilates to match a custom frame rate', 2),
))
fps_custom: FloatProperty(
default=30.0,
name='Custom FPS',
description='The frame rate to which the imported actions will be converted',
options=empty_set,
min=1.0,
soft_min=1.0,
soft_max=60.0,
step=100,
)
def filter_sequences(pg: PSA_PG_import, sequences) -> List[int]: def filter_sequences(pg: PSA_PG_import, sequences) -> List[int]:

View File

@@ -6,7 +6,6 @@ import numpy
from bpy.types import FCurve, Object, Context from bpy.types import FCurve, Object, Context
from mathutils import Vector, Quaternion from mathutils import Vector, Quaternion
from .config import PsaConfig, REMOVE_TRACK_LOCATION, REMOVE_TRACK_ROTATION
from .data import Psa from .data import Psa
from .reader import PsaReader from .reader import PsaReader
@@ -22,9 +21,6 @@ class PsaImportOptions(object):
self.action_name_prefix = '' self.action_name_prefix = ''
self.should_convert_to_samples = False self.should_convert_to_samples = False
self.bone_mapping_mode = 'CASE_INSENSITIVE' self.bone_mapping_mode = 'CASE_INSENSITIVE'
self.fps_source = 'SEQUENCE'
self.fps_custom: float = 30.0
self.psa_config: PsaConfig = PsaConfig()
class ImportBone(object): class ImportBone(object):
@@ -33,9 +29,9 @@ class ImportBone(object):
self.parent: Optional[ImportBone] = None self.parent: Optional[ImportBone] = None
self.armature_bone = None self.armature_bone = None
self.pose_bone = None self.pose_bone = None
self.original_location: Vector = Vector() self.orig_loc: Vector = Vector()
self.original_rotation: Quaternion = Quaternion() self.orig_quat: Quaternion = Quaternion()
self.post_rotation: Quaternion = Quaternion() self.post_quat: Quaternion = Quaternion()
self.fcurves: List[FCurve] = [] self.fcurves: List[FCurve] = []
@@ -43,17 +39,17 @@ def _calculate_fcurve_data(import_bone: ImportBone, key_data: typing.Iterable[fl
# 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:])
q = import_bone.post_rotation.copy() q = import_bone.post_quat.copy()
q.rotate(import_bone.original_rotation) q.rotate(import_bone.orig_quat)
quat = q quat = q
q = import_bone.post_rotation.copy() q = import_bone.post_quat.copy()
if import_bone.parent is None: if import_bone.parent is None:
q.rotate(key_rotation.conjugated()) q.rotate(key_rotation.conjugated())
else: else:
q.rotate(key_rotation) q.rotate(key_rotation)
quat.rotate(q.conjugated()) quat.rotate(q.conjugated())
loc = key_location - import_bone.original_location loc = key_location - import_bone.orig_loc
loc.rotate(import_bone.post_rotation.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
@@ -144,16 +140,23 @@ def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object,
if armature_bone.parent is not None and armature_bone.parent.name in psa_bone_names: if armature_bone.parent is not None and armature_bone.parent.name in psa_bone_names:
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 import_bone.parent is not None: if armature_bone.get('orig_quat') is not None:
import_bone.original_location = armature_bone.matrix_local.translation - armature_bone.parent.matrix_local.translation # TODO: ideally we don't rely on bone auxiliary data like this, the non-aux data path is incorrect
import_bone.original_location.rotate(armature_bone.parent.matrix_local.to_quaternion().conjugated()) # (animations are flipped 180 around Z)
import_bone.original_rotation = armature_bone.matrix_local.to_quaternion() import_bone.orig_quat = Quaternion(armature_bone['orig_quat'])
import_bone.original_rotation.rotate(armature_bone.parent.matrix_local.to_quaternion().conjugated()) import_bone.orig_loc = Vector(armature_bone['orig_loc'])
import_bone.original_rotation.conjugate() import_bone.post_quat = Quaternion(armature_bone['post_quat'])
else: else:
import_bone.original_location = armature_bone.matrix_local.translation.copy() if import_bone.parent is not None:
import_bone.original_rotation = armature_bone.matrix_local.to_quaternion() import_bone.orig_loc = armature_bone.matrix_local.translation - armature_bone.parent.matrix_local.translation
import_bone.post_rotation = import_bone.original_rotation.conjugated() import_bone.orig_loc.rotate(armature_bone.parent.matrix_local.to_quaternion().conjugated())
import_bone.orig_quat = armature_bone.matrix_local.to_quaternion()
import_bone.orig_quat.rotate(armature_bone.parent.matrix_local.to_quaternion().conjugated())
import_bone.orig_quat.conjugate()
else:
import_bone.orig_loc = armature_bone.matrix_local.translation.copy()
import_bone.orig_quat = armature_bone.matrix_local.to_quaternion()
import_bone.post_quat = import_bone.orig_quat.conjugated()
context.window_manager.progress_begin(0, len(sequences)) context.window_manager.progress_begin(0, len(sequences))
@@ -164,29 +167,11 @@ def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object,
sequence_name = sequence.name.decode('windows-1252') sequence_name = sequence.name.decode('windows-1252')
action_name = options.action_name_prefix + sequence_name action_name = options.action_name_prefix + sequence_name
# Get the bone track flags for this sequence, or an empty dictionary if none exist.
sequence_bone_track_flags = dict()
if sequence_name in options.psa_config.sequence_bone_flags.keys():
sequence_bone_track_flags = options.psa_config.sequence_bone_flags[sequence_name]
if options.should_overwrite and action_name in bpy.data.actions: if options.should_overwrite and action_name in bpy.data.actions:
action = bpy.data.actions[action_name] action = bpy.data.actions[action_name]
else: else:
action = bpy.data.actions.new(name=action_name) action = bpy.data.actions.new(name=action_name)
# Calculate the target FPS.
target_fps = sequence.fps
if options.fps_source == 'CUSTOM':
target_fps = options.fps_custom
elif options.fps_source == 'SCENE':
target_fps = context.scene.render.fps
elif options.fps_source == 'SEQUENCE':
target_fps = sequence.fps
else:
raise ValueError(f'Unknown FPS source: {options.fps_source}')
keyframe_time_dilation = target_fps / sequence.fps
if options.should_write_keyframes: if options.should_write_keyframes:
# Remove existing f-curves (replace with action.fcurves.clear() in Blender 3.2) # Remove existing f-curves (replace with action.fcurves.clear() in Blender 3.2)
while len(action.fcurves) > 0: while len(action.fcurves) > 0:
@@ -194,21 +179,18 @@ def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object,
# Create f-curves for the rotation and location of each bone. # Create f-curves for the rotation and location of each bone.
for psa_bone_index, armature_bone_index in psa_to_armature_bone_indices.items(): for psa_bone_index, armature_bone_index in psa_to_armature_bone_indices.items():
bone_track_flags = sequence_bone_track_flags.get(psa_bone_index, 0)
import_bone = import_bones[psa_bone_index] import_bone = import_bones[psa_bone_index]
pose_bone = import_bone.pose_bone pose_bone = import_bone.pose_bone
rotation_data_path = pose_bone.path_from_id('rotation_quaternion') rotation_data_path = pose_bone.path_from_id('rotation_quaternion')
location_data_path = pose_bone.path_from_id('location') location_data_path = pose_bone.path_from_id('location')
add_rotation_fcurves = (bone_track_flags & REMOVE_TRACK_ROTATION) == 0
add_location_fcurves = (bone_track_flags & REMOVE_TRACK_LOCATION) == 0
import_bone.fcurves = [ import_bone.fcurves = [
action.fcurves.new(rotation_data_path, index=0, action_group=pose_bone.name) if add_rotation_fcurves else None, # Qw action.fcurves.new(rotation_data_path, index=0, action_group=pose_bone.name), # Qw
action.fcurves.new(rotation_data_path, index=1, action_group=pose_bone.name) if add_rotation_fcurves else None, # Qx action.fcurves.new(rotation_data_path, index=1, action_group=pose_bone.name), # Qx
action.fcurves.new(rotation_data_path, index=2, action_group=pose_bone.name) if add_rotation_fcurves else None, # Qy action.fcurves.new(rotation_data_path, index=2, action_group=pose_bone.name), # Qy
action.fcurves.new(rotation_data_path, index=3, action_group=pose_bone.name) if add_rotation_fcurves else None, # Qz action.fcurves.new(rotation_data_path, index=3, action_group=pose_bone.name), # Qz
action.fcurves.new(location_data_path, index=0, action_group=pose_bone.name) if add_location_fcurves else None, # Lx action.fcurves.new(location_data_path, index=0, action_group=pose_bone.name), # Lx
action.fcurves.new(location_data_path, index=1, action_group=pose_bone.name) if add_location_fcurves else None, # Ly action.fcurves.new(location_data_path, index=1, action_group=pose_bone.name), # Ly
action.fcurves.new(location_data_path, index=2, action_group=pose_bone.name) if add_location_fcurves else None, # Lz action.fcurves.new(location_data_path, index=2, action_group=pose_bone.name), # Lz
] ]
# Read the sequence data matrix from the PSA. # Read the sequence data matrix from the PSA.
@@ -226,20 +208,14 @@ def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object,
# Write the keyframes out. # Write the keyframes out.
fcurve_data = numpy.zeros(2 * sequence.frame_count, dtype=float) fcurve_data = numpy.zeros(2 * sequence.frame_count, dtype=float)
fcurve_data[0::2] = range(sequence.frame_count)
# Populate the keyframe time data.
fcurve_data[0::2] = [x * keyframe_time_dilation for x in range(sequence.frame_count)]
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, fcurve in enumerate(import_bone.fcurves): for fcurve_index, fcurve in enumerate(import_bone.fcurves):
if fcurve is None:
continue
fcurve_data[1::2] = sequence_data_matrix[:, bone_index, fcurve_index] fcurve_data[1::2] = sequence_data_matrix[:, bone_index, fcurve_index]
fcurve.keyframe_points.add(sequence.frame_count) fcurve.keyframe_points.add(sequence.frame_count)
fcurve.keyframe_points.foreach_set('co', fcurve_data) fcurve.keyframe_points.foreach_set('co', fcurve_data)
for fcurve_keyframe in fcurve.keyframe_points:
fcurve_keyframe.interpolation = 'LINEAR'
if options.should_convert_to_samples: if options.should_convert_to_samples:
# Bake the curve to samples. # Bake the curve to samples.
@@ -248,7 +224,7 @@ def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object,
# Write meta-data. # Write meta-data.
if options.should_write_metadata: if options.should_write_metadata:
action.psa_export.fps = target_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

View File

@@ -5,24 +5,6 @@ import numpy as np
from .data import * from .data import *
def _try_fix_cue4parse_issue_103(sequences) -> bool:
# Detect if the file was exported from CUE4Parse prior to the fix for issue #103.
# https://github.com/FabianFG/CUE4Parse/issues/103
# The issue was that the frame_start_index was not being set correctly, and was always being set to the same value
# as the frame_count.
# This fix will eventually be deprecated as it is only necessary for files exported prior to the fix.
if len(sequences) > 0:
if sequences[0].frame_start_index == sequences[0].frame_count:
# Manually set the frame_start_index for each sequence. This assumes that the sequences are in order with
# no shared frames between sequences (all exporters that I know of do this, so it's a safe assumption).
frame_start_index = 0
for i, sequence in enumerate(sequences):
sequence.frame_start_index = frame_start_index
frame_start_index += sequence.frame_count
return True
return False
class PsaReader(object): class PsaReader(object):
""" """
This class reads the sequences and bone information immediately upon instantiation and holds onto a file handle. This class reads the sequences and bone information immediately upon instantiation and holds onto a file handle.
@@ -104,15 +86,14 @@ class PsaReader(object):
elif section.name == b'ANIMINFO': elif section.name == b'ANIMINFO':
sequences = [] sequences = []
PsaReader._read_types(fp, Psa.Sequence, section, sequences) PsaReader._read_types(fp, Psa.Sequence, section, sequences)
# Try to fix CUE4Parse bug, if necessary.
_try_fix_cue4parse_issue_103(sequences)
for sequence in sequences: for sequence in sequences:
psa.sequences[sequence.name.decode()] = sequence psa.sequences[sequence.name.decode()] = sequence
elif section.name == b'ANIMKEYS': elif section.name == b'ANIMKEYS':
# 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)
else: elif section.name == b'SCALEKEYS':
fp.seek(section.data_size * section.data_count, 1) fp.seek(section.data_size * section.data_count, 1)
print(f'Unrecognized section in PSA: "{section.name}"') else:
raise RuntimeError(f'Unrecognized section "{section.name}"')
return psa return psa

View File

@@ -1,3 +1,4 @@
import os.path
from ctypes import Structure, sizeof from ctypes import Structure, sizeof
from typing import Type from typing import Type
@@ -23,3 +24,15 @@ def write_psa(psa: Psa, path: str):
write_section(fp, b'BONENAMES', Psa.Bone, psa.bones) write_section(fp, b'BONENAMES', Psa.Bone, psa.bones)
write_section(fp, b'ANIMINFO', Psa.Sequence, list(psa.sequences.values())) write_section(fp, b'ANIMINFO', Psa.Sequence, list(psa.sequences.values()))
write_section(fp, b'ANIMKEYS', Psa.Key, psa.keys) write_section(fp, b'ANIMKEYS', Psa.Key, psa.keys)
def write_psa_import_commands(psa: Psa, path: str):
anim = os.path.splitext(os.path.basename(path))[0]
with open(path, 'w') as fp:
for sequence_name, sequence in psa.sequences.items():
fp.write(f'#EXEC ANIM SEQUENCE '
f'ANIM={anim} '
f'SEQ={sequence_name} '
f'STARTFRAME={sequence.frame_start_index} '
f'NUMFRAMES={sequence.frame_count} '
f'RATE={sequence.fps}\n')

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@@ -15,7 +15,7 @@ class PskInputObjects(object):
class PskBuildOptions(object): class PskBuildOptions(object):
def __init__(self): def __init__(self):
self.bone_filter_mode = 'ALL' self.bone_filter_mode = 'ALL'
self.bone_collection_indices: List[int] = [] self.bone_group_indices: List[int] = []
self.use_raw_mesh_data = True self.use_raw_mesh_data = True
self.material_names: List[str] = [] self.material_names: List[str] = []
self.should_enforce_bone_name_restrictions = False self.should_enforce_bone_name_restrictions = False
@@ -58,17 +58,11 @@ def get_psk_input_objects(context) -> PskInputObjects:
return input_objects return input_objects
class PskBuildResult(object): def build_psk(context, options: PskBuildOptions) -> Psk:
def __init__(self):
self.psk = None
self.warnings = []
def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
input_objects = get_psk_input_objects(context) input_objects = get_psk_input_objects(context)
armature_object: bpy.types.Object = input_objects.armature_object armature_object: bpy.types.Object = input_objects.armature_object
result = PskBuildResult()
psk = Psk() psk = Psk()
bones = [] bones = []
@@ -84,7 +78,7 @@ def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
psk_bone.rotation = Quaternion.identity() psk_bone.rotation = Quaternion.identity()
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_collection_indices) bone_names = get_export_bone_names(armature_object, options.bone_filter_mode, options.bone_group_indices)
armature_data = typing.cast(Armature, armature_object.data) armature_data = typing.cast(Armature, armature_object.data)
bones = [armature_data.bones[bone_name] for bone_name in bone_names] bones = [armature_data.bones[bone_name] for bone_name in bone_names]
@@ -160,10 +154,8 @@ def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
# Temporarily force the armature into the rest position. # Temporarily force the armature into the rest position.
# We will undo this later. # We will undo this later.
old_pose_position = None old_pose_position = armature_object.data.pose_position
if armature_object is not None: armature_object.data.pose_position = 'REST'
old_pose_position = armature_object.data.pose_position
armature_object.data.pose_position = 'REST'
depsgraph = context.evaluated_depsgraph_get() depsgraph = context.evaluated_depsgraph_get()
bm = bmesh.new() bm = bmesh.new()
@@ -174,17 +166,12 @@ def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
mesh_object = bpy.data.objects.new('', mesh_data) mesh_object = bpy.data.objects.new('', mesh_data)
mesh_object.matrix_world = input_mesh_object.matrix_world mesh_object.matrix_world = input_mesh_object.matrix_world
scale = (input_mesh_object.scale.x, input_mesh_object.scale.y, input_mesh_object.scale.z)
if any(map(lambda x: x < 0, scale)):
result.warnings.append(f'Mesh "{input_mesh_object.name}" has negative scaling which may result in inverted normals.')
# Copy the vertex groups # Copy the vertex groups
for vertex_group in input_mesh_object.vertex_groups: for vertex_group in input_mesh_object.vertex_groups:
mesh_object.vertex_groups.new(name=vertex_group.name) mesh_object.vertex_groups.new(name=vertex_group.name)
# Restore the previous pose position on the armature. # Restore the previous pose position on the armature.
if old_pose_position is not None: armature_object.data.pose_position = old_pose_position
armature_object.data.pose_position = old_pose_position
vertex_offset = len(psk.points) vertex_offset = len(psk.points)
@@ -288,6 +275,4 @@ def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
bpy.data.meshes.remove(mesh_data) bpy.data.meshes.remove(mesh_data)
del mesh_data del mesh_data
result.psk = psk return psk
return result

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@@ -4,14 +4,14 @@ from bpy_extras.io_utils import ExportHelper
from ..builder import build_psk, PskBuildOptions, get_psk_input_objects from ..builder import build_psk, PskBuildOptions, get_psk_input_objects
from ..writer import write_psk from ..writer import write_psk
from ...helpers import populate_bone_collection_list from ...helpers import populate_bone_group_list
def is_bone_filter_mode_item_available(context, identifier): def is_bone_filter_mode_item_available(context, identifier):
input_objects = get_psk_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_COLLECTIONS': if identifier == 'BONE_GROUPS':
if armature_object is None or armature_object.data is None or len(armature_object.data.collections) == 0: if not armature_object or not armature_object.pose or not armature_object.pose.bone_groups:
return False return False
# else if... you can set up other conditions if you add more options # else if... you can set up other conditions if you add more options
return True return True
@@ -95,7 +95,8 @@ class PSK_OT_export(Operator, ExportHelper):
pg = getattr(context.scene, 'psk_export') pg = getattr(context.scene, 'psk_export')
populate_bone_collection_list(input_objects.armature_object, pg.bone_collection_list) # Populate bone groups list.
populate_bone_group_list(input_objects.armature_object, pg.bone_group_list)
try: try:
populate_material_list(input_objects.mesh_objects, pg.material_list) populate_material_list(input_objects.mesh_objects, pg.material_list)
@@ -136,10 +137,10 @@ class PSK_OT_export(Operator, ExportHelper):
item_layout.prop_enum(pg, 'bone_filter_mode', item.identifier) item_layout.prop_enum(pg, 'bone_filter_mode', item.identifier)
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_COLLECTIONS': if pg.bone_filter_mode == 'BONE_GROUPS':
row = box.row() row = box.row()
rows = max(3, min(len(pg.bone_collection_list), 10)) rows = max(3, min(len(pg.bone_group_list), 10))
row.template_list('PSX_UL_bone_collection_list', '', pg, 'bone_collection_list', pg, 'bone_collection_list_index', rows=rows) row.template_list('PSX_UL_bone_group_list', '', pg, 'bone_group_list', pg, 'bone_group_list_index', rows=rows)
box.prop(pg, 'should_enforce_bone_name_restrictions') box.prop(pg, 'should_enforce_bone_name_restrictions')
@@ -147,7 +148,7 @@ class PSK_OT_export(Operator, ExportHelper):
box = layout.box() box = layout.box()
box.label(text='Materials', icon='MATERIAL') box.label(text='Materials', icon='MATERIAL')
row = box.row() row = box.row()
rows = max(3, min(len(pg.bone_collection_list), 10)) rows = max(3, min(len(pg.bone_group_list), 10))
row.template_list('PSK_UL_materials', '', pg, 'material_list', pg, 'material_list_index', rows=rows) row.template_list('PSK_UL_materials', '', pg, 'material_list', pg, 'material_list_index', rows=rows)
col = row.column(align=True) col = row.column(align=True)
col.operator(PSK_OT_material_list_move_up.bl_idname, text='', icon='TRIA_UP') col.operator(PSK_OT_material_list_move_up.bl_idname, text='', icon='TRIA_UP')
@@ -157,24 +158,18 @@ class PSK_OT_export(Operator, ExportHelper):
pg = context.scene.psk_export pg = context.scene.psk_export
options = PskBuildOptions() options = PskBuildOptions()
options.bone_filter_mode = pg.bone_filter_mode options.bone_filter_mode = pg.bone_filter_mode
options.bone_collection_indices = [x.index for x in pg.bone_collection_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.use_raw_mesh_data = pg.use_raw_mesh_data
options.material_names = [m.material_name for m in pg.material_list] options.material_names = [m.material_name for m in pg.material_list]
options.should_enforce_bone_name_restrictions = pg.should_enforce_bone_name_restrictions options.should_enforce_bone_name_restrictions = pg.should_enforce_bone_name_restrictions
try: try:
result = build_psk(context, options) psk = build_psk(context, options)
for warning in result.warnings: write_psk(psk, self.filepath)
self.report({'WARNING'}, warning) self.report({'INFO'}, f'PSK export successful')
write_psk(result.psk, self.filepath)
if len(result.warnings) > 0:
self.report({'WARNING'}, f'PSK export successful with {len(result.warnings)} warnings')
else:
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'}
return {'FINISHED'} return {'FINISHED'}

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@@ -1,7 +1,7 @@
from bpy.props import EnumProperty, CollectionProperty, IntProperty, BoolProperty, StringProperty from bpy.props import EnumProperty, CollectionProperty, IntProperty, BoolProperty, StringProperty
from bpy.types import PropertyGroup from bpy.types import PropertyGroup
from ...types import PSX_PG_bone_collection_list_item from ...types import PSX_PG_bone_group_list_item
class PSK_PG_material_list_item(PropertyGroup): class PSK_PG_material_list_item(PropertyGroup):
@@ -16,12 +16,12 @@ class PSK_PG_export(PropertyGroup):
description='', description='',
items=( items=(
('ALL', 'All', 'All bones will be exported'), ('ALL', 'All', 'All bones will be exported'),
('BONE_COLLECTIONS', 'Bone Collections', ('BONE_GROUPS', 'Bone Groups',
'Only bones belonging to the selected bone collections and their ancestors will be exported') 'Only bones belonging to the selected bone groups and their ancestors will be exported')
) )
) )
bone_collection_list: CollectionProperty(type=PSX_PG_bone_collection_list_item) bone_group_list: CollectionProperty(type=PSX_PG_bone_group_list_item)
bone_collection_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') 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=PSK_PG_material_list_item) material_list: CollectionProperty(type=PSK_PG_material_list_item)
material_list_index: IntProperty(default=0) material_list_index: IntProperty(default=0)

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@@ -39,9 +39,9 @@ class ImportBone:
self.world_rotation_matrix: Matrix = Matrix() self.world_rotation_matrix: Matrix = Matrix()
self.world_matrix: Matrix = Matrix() self.world_matrix: Matrix = Matrix()
self.vertex_group = None self.vertex_group = None
self.original_rotation: Quaternion = Quaternion() self.orig_quat: Quaternion = Quaternion()
self.original_location: Vector = Vector() self.orig_loc: Vector = Vector()
self.post_rotation: Quaternion = Quaternion() self.post_quat: Quaternion = Quaternion()
class PskImportResult: class PskImportResult:
@@ -111,6 +111,12 @@ def import_psk(psk: Psk, context, options: PskImportOptions) -> PskImportResult:
edit_bone_matrix.translation = import_bone.world_matrix.translation edit_bone_matrix.translation = import_bone.world_matrix.translation
edit_bone.matrix = edit_bone_matrix edit_bone.matrix = edit_bone_matrix
# Store bind pose information in the bone's custom properties.
# This information is used when importing animations from PSA files.
edit_bone['orig_quat'] = import_bone.local_rotation
edit_bone['orig_loc'] = import_bone.local_translation
edit_bone['post_quat'] = import_bone.local_rotation.conjugated()
# MESH # MESH
if options.should_import_mesh: if options.should_import_mesh:
mesh_data = bpy.data.meshes.new(options.name) mesh_data = bpy.data.meshes.new(options.name)

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@@ -2,7 +2,7 @@ from bpy.props import StringProperty, IntProperty, BoolProperty, FloatProperty
from bpy.types import PropertyGroup, UIList, UILayout, Context, AnyType, Panel from bpy.types import PropertyGroup, UIList, UILayout, Context, AnyType, Panel
class PSX_UL_bone_collection_list(UIList): class PSX_UL_bone_group_list(UIList):
def draw_item(self, context: Context, layout: UILayout, data: AnyType, item: AnyType, icon: int, 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): active_data: AnyType, active_property: str, index: int = 0, flt_flag: int = 0):
@@ -11,7 +11,7 @@ class PSX_UL_bone_collection_list(UIList):
row.label(text=str(getattr(item, 'count')), icon='BONE_DATA') row.label(text=str(getattr(item, 'count')), icon='BONE_DATA')
class PSX_PG_bone_collection_list_item(PropertyGroup): class PSX_PG_bone_group_list_item(PropertyGroup):
name: StringProperty() name: StringProperty()
index: IntProperty() index: IntProperty()
count: IntProperty() count: IntProperty()
@@ -21,7 +21,6 @@ class PSX_PG_bone_collection_list_item(PropertyGroup):
class PSX_PG_action_export(PropertyGroup): class PSX_PG_action_export(PropertyGroup):
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') 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') key_quota: IntProperty(name='Key Quota', default=0, min=1, description='The minimum number of frames to be exported')
fps: FloatProperty(name='FPS', default=30.0, min=0.0, description='The frame rate of the exported sequence')
class PSX_PT_action(Panel): class PSX_PT_action(Panel):
@@ -39,17 +38,13 @@ class PSX_PT_action(Panel):
def draw(self, context: 'Context'): def draw(self, context: 'Context'):
action = context.active_action action = context.active_action
layout = self.layout layout = self.layout
flow = layout.grid_flow(columns=1) layout.prop(action.psa_export, 'compression_ratio')
flow.use_property_split = True layout.prop(action.psa_export, 'key_quota')
flow.use_property_decorate = False
flow.prop(action.psa_export, 'compression_ratio')
flow.prop(action.psa_export, 'key_quota')
flow.prop(action.psa_export, 'fps')
classes = ( classes = (
PSX_PG_action_export, PSX_PG_action_export,
PSX_PG_bone_collection_list_item, PSX_PG_bone_group_list_item,
PSX_UL_bone_collection_list, PSX_UL_bone_group_list,
PSX_PT_action PSX_PT_action
) )