135 lines
4.8 KiB
Python
135 lines
4.8 KiB
Python
import bpy
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import mathutils
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from .data import *
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# https://git.cth451.me/cth451/blender-addons/blob/master/io_export_unreal_psk_psa.py
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class PsaBuilder(object):
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def __init__(self):
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# TODO: add options in here (selected anims, eg.)
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pass
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def build(self, context) -> Psa:
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object = context.view_layer.objects.active
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if object.type != 'ARMATURE':
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raise RuntimeError('Selected object must be an Armature')
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armature = object
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if armature.animation_data is None:
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raise RuntimeError('No animation data for armature')
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psa = Psa()
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bones = list(armature.data.bones)
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# The order of the armature bones and the pose bones is not guaranteed to be the same.
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# As as a result, we need to reconstruct the list of pose bones in the same order as the
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# armature bones.
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bone_names = [x.name for x in bones]
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pose_bones = [(bone_names.index(bone.name), bone) for bone in armature.pose.bones]
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pose_bones.sort(key=lambda x: x[0])
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pose_bones = [x[1] for x in pose_bones]
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for bone in bones:
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psa_bone = Psa.Bone()
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psa_bone.name = bytes(bone.name, encoding='utf-8')
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psa_bone.children_count = len(bone.children)
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try:
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psa_bone.parent_index = bones.index(bone.parent)
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except ValueError:
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psa_bone.parent_index = -1
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if bone.parent is not None:
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rotation = bone.matrix.to_quaternion()
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rotation.x = -rotation.x
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rotation.y = -rotation.y
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rotation.z = -rotation.z
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quat_parent = bone.parent.matrix.to_quaternion().inverted()
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parent_head = quat_parent @ bone.parent.head
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parent_tail = quat_parent @ bone.parent.tail
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location = (parent_tail - parent_head) + bone.head
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else:
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location = armature.matrix_local @ bone.head
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rot_matrix = bone.matrix @ armature.matrix_local.to_3x3()
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rotation = rot_matrix.to_quaternion()
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psa_bone.location.x = location.x
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psa_bone.location.y = location.y
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psa_bone.location.z = location.z
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psa_bone.rotation.x = rotation.x
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psa_bone.rotation.y = rotation.y
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psa_bone.rotation.z = rotation.z
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psa_bone.rotation.w = rotation.w
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psa.bones.append(psa_bone)
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print('---- ACTIONS ----')
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frame_start_index = 0
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for action in bpy.data.actions:
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if len(action.fcurves) == 0:
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continue
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armature.animation_data.action = action
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context.view_layer.update()
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frame_min, frame_max = [int(x) for x in action.frame_range]
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sequence = Psa.Sequence()
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sequence.name = bytes(action.name, encoding='utf-8')
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sequence.frame_count = frame_max - frame_min + 1
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sequence.frame_start_index = frame_start_index
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print(frame_start_index)
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sequence.fps = 30 # TODO: fill in later with r
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print(action.name, frame_min, frame_max)
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frame_count = frame_max - frame_min + 1
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for frame in range(frame_count):
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context.scene.frame_set(frame)
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for bone in pose_bones:
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# TODO: is the cast-to-matrix necessary? (guessing no)
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key = Psa.Key()
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pose_bone_matrix = bone.matrix
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if bone.parent is not None:
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pose_bone_parent_matrix = bone.parent.matrix
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pose_bone_matrix = pose_bone_parent_matrix.inverted() @ pose_bone_matrix
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location = pose_bone_matrix.to_translation()
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rotation = pose_bone_matrix.to_quaternion().normalized()
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if action.name == 'shoot_open' and bone.name == 'barrel':
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print(location)
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if bone.parent is not None:
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rotation.x = -rotation.x
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rotation.y = -rotation.y
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rotation.z = -rotation.z
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key.location.x = location.x
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key.location.y = location.y
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key.location.z = location.z
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key.rotation.x = rotation.x
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key.rotation.y = rotation.y
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key.rotation.z = rotation.z
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key.rotation.w = rotation.w
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key.time = 1.0 / sequence.fps
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psa.keys.append(key)
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frame_start_index += 1
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sequence.bone_count = len(pose_bones)
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sequence.track_time = frame_count
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psa.sequences.append(sequence)
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return psa
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