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return cloneobjects[0]
#sort the mesh center top list and not center at the last array. Base on order while select to merge mesh to make them center.
def sortmesh(selectmesh):
print("MESH SORTING...")
centermesh = []
notcentermesh = []
for countm in range(len(selectmesh)):
if selectmesh[countm].location.x == 0 and selectmesh[countm].location.y == 0 and selectmesh[countm].location.z == 0:
centermesh.append(selectmesh[countm])
else:
notcentermesh.append(selectmesh[countm])
selectmesh = []
for countm in range(len(centermesh)):
selectmesh.append(centermesh[countm])
for countm in range(len(notcentermesh)):
selectmesh.append(notcentermesh[countm])
if len(selectmesh) == 1:
return selectmesh[0]
else:
return meshmerge(selectmesh)
#===========================================================================
# parse_mesh
#===========================================================================
def parse_mesh( mesh, psk ):
#bpy.ops.object.mode_set(mode='OBJECT')
#error ? on commands for select object?
print(header("MESH", 'RIGHT'))
print("Mesh object:", mesh.name)
scene = bpy.context.scene
for i in scene.objects: i.select = False # deselect all objects
scene.objects.active = mesh
mesh = triangulate_mesh(mesh)
if bpy.types.Scene.udk_copy_merge == True:
bpy.context.scene.objects.unlink(setmesh)
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#print("FACES----:",len(mesh.data.tessfaces))
verbose("Working mesh object: {}".format(mesh.name))
#collect a list of the material names
print("Materials...")
mat_slot_index = 0
for slot in mesh.material_slots:
print(" Material {} '{}'".format(mat_slot_index, slot.name))
MaterialName.append(slot.name)
#if slot.material.texture_slots[0] != None:
#if slot.material.texture_slots[0].texture.image.filepath != None:
#print(" Texture path {}".format(slot.material.texture_slots[0].texture.image.filepath))
#create the current material
v_material = psk.GetMatByIndex(mat_slot_index)
v_material.MaterialName = slot.name
v_material.TextureIndex = mat_slot_index
v_material.AuxMaterial = mat_slot_index
mat_slot_index += 1
verbose(" PSK index {}".format(v_material.TextureIndex))
#END slot in mesh.material_slots
# object_mat = mesh.materials[0]
#object_material_index = mesh.active_material_index
#FIXME ^ this is redundant due to "= face.material_index" in face loop
wedges = ObjMap()
points = ObjMap()
points_linked = {}
discarded_face_count = 0
smoothgroup_list = parse_smooth_groups(mesh.data)
print("{} faces".format(len(mesh.data.tessfaces)))
print("Smooth groups active:", bpy.context.scene.udk_option_smoothing_groups)
for face in mesh.data.tessfaces:
smoothgroup_id = 0x80000000
for smooth_group in smoothgroup_list:
if smooth_group.contains_face(face):
smoothgroup_id = smooth_group.id
break
#print ' -- Dumping UVs -- '
#print current_face.uv_textures
# modified by VendorX
object_material_index = face.material_index
if len(face.vertices) != 3:
raise Error("Non-triangular face (%i)" % len(face.vertices))
#RG - apparently blender sometimes has problems when you do quad to triangle
# conversion, and ends up creating faces that have only TWO points -
# one of the points is simply in the vertex list for the face twice.
# This is bad, since we can't get a real face normal for a LINE, we need
# a plane for this. So, before we add the face to the list of real faces,
# ensure that the face is actually a plane, and not a line. If it is not
# planar, just discard it and notify the user in the console after we're
# done dumping the rest of the faces
if not is_1d_face(face, mesh.data):
wedge_list = []
vect_list = []
#get or create the current material
psk.GetMatByIndex(object_material_index)
face_index = face.index
has_uv = False
face_uv = None
if len(mesh.data.uv_textures) > 0:
has_uv = True
uv_layer = mesh.data.tessface_uv_textures.active
face_uv = uv_layer.data[face_index]
#size(data) is number of texture faces. Each face has UVs
#print("DATA face uv: ",len(faceUV.uv), " >> ",(faceUV.uv[0][0]))
for i in range(3):
vert_index = face.vertices[i]
vert = mesh.data.vertices[vert_index]
uv = []
#assumes 3 UVs Per face (for now)
if (has_uv):
if len(face_uv.uv) != 3:
print("WARNING: face has more or less than 3 UV coordinates - writing 0,0...")
uv = [0.0, 0.0]
else:
uv = [face_uv.uv[i][0],face_uv.uv[i][1]] #OR bottom works better # 24 for cube
else:
#print ("No UVs?")
uv = [0.0, 0.0]
#flip V coordinate because UEd requires it and DOESN'T flip it on its own like it
#does with the mesh Y coordinates. this is otherwise known as MAGIC-2
uv[1] = 1.0 - uv[1]
# clamp UV coords if udk_option_clamp_uv is True
if bpy.context.scene.udk_option_clamp_uv:
if (uv[0] > 1):
uv[0] = 1
if (uv[0] < 0):
uv[0] = 0
if (uv[1] > 1):
uv[1] = 1
if (uv[1] < 0):
uv[1] = 0
# RE - Append untransformed vector (for normal calc below)
# TODO: convert to Blender.Mathutils
vect_list.append( FVector(vert.co.x, vert.co.y, vert.co.z) )
# Transform position for export
#vpos = vert.co * object_material_index
vpos = mesh.matrix_local * vert.co
# Create the point
p = VPoint()
p.Point.X = vpos.x
p.Point.Y = vpos.y
p.Point.Z = vpos.z
if bpy.context.scene.udk_option_smoothing_groups:#is this necessary?
p.SmoothGroup = smoothgroup_id
lPoint = VPointSimple()
lPoint.Point.X = vpos.x
lPoint.Point.Y = vpos.y
lPoint.Point.Z = vpos.z
if lPoint in points_linked:
if not(p in points_linked[lPoint]):
points_linked[lPoint].append(p)
else:
points_linked[lPoint] = [p]
# Create the wedge
w = VVertex()
w.MatIndex = object_material_index
w.PointIndex = points.get(p) # store keys
w.U = uv[0]
w.V = uv[1]
if bpy.context.scene.udk_option_smoothing_groups:#is this necessary?
w.SmoothGroup = smoothgroup_id
index_wedge = wedges.get(w)
wedge_list.append(index_wedge)
#print results
#print("result PointIndex={}, U={:.6f}, V={:.6f}, wedge_index={}".format(
# w.PointIndex,
# w.U,
# w.V,
# index_wedge))
#END for i in range(3)
# Determine face vertex order
# TODO: convert to Blender.Mathutils
# get normal from blender
no = face.normal
# convert to FVector
norm = FVector(no[0], no[1], no[2])
# Calculate the normal of the face in blender order
tnorm = vect_list[1].sub(vect_list[0]).cross(vect_list[2].sub(vect_list[1]))
# RE - dot the normal from blender order against the blender normal
# this gives the product of the two vectors' lengths along the blender normal axis
# all that matters is the sign
dot = norm.dot(tnorm)
tri = VTriangle()
# RE - magic: if the dot product above > 0, order the vertices 2, 1, 0
# if the dot product above < 0, order the vertices 0, 1, 2
# if the dot product is 0, then blender's normal is coplanar with the face
# and we cannot deduce which side of the face is the outside of the mesh
if dot > 0:
(tri.WedgeIndex2, tri.WedgeIndex1, tri.WedgeIndex0) = wedge_list
elif dot < 0:
(tri.WedgeIndex0, tri.WedgeIndex1, tri.WedgeIndex2) = wedge_list
else:
dindex0 = face.vertices[0];
dindex1 = face.vertices[1];
dindex2 = face.vertices[2];
mesh.data.vertices[dindex0].select = True
mesh.data.vertices[dindex1].select = True
mesh.data.vertices[dindex2].select = True
raise Error("Normal coplanar with face! points:", mesh.data.vertices[dindex0].co, mesh.data.vertices[dindex1].co, mesh.data.vertices[dindex2].co)
face.select = True
#print("smooth:",(current_face.use_smooth))
#not sure if this right
#tri.SmoothingGroups
if face.use_smooth == True:
tri.SmoothingGroups = 1
else:
tri.SmoothingGroups = 0
#tri.SmoothingGroups = 1
tri.MatIndex = object_material_index
if bpy.context.scene.udk_option_smoothing_groups:
tri.SmoothingGroups = smoothgroup_id
psk.AddFace(tri)
#END if not is_1d_face(current_face, mesh.data)
else:
discarded_face_count += 1
#END face in mesh.data.faces
print("{} points".format(len(points.dict)))
for point in points.items():
psk.AddPoint(point)
if len(points.dict) > 32767:
raise Error("Mesh vertex limit exceeded! {} > 32767".format(len(points.dict)))
print("{} wedges".format(len(wedges.dict)))
for wedge in wedges.items():
psk.AddWedge(wedge)
# alert the user to degenerate face issues
if discarded_face_count > 0:
print("WARNING: Mesh contained degenerate faces (non-planar)")
print(" Discarded {} faces".format(discarded_face_count))
#RG - walk through the vertex groups and find the indexes into the PSK points array
#for them, then store that index and the weight as a tuple in a new list of
#verts for the group that we can look up later by bone name, since Blender matches
#verts to bones for influences by having the VertexGroup named the same thing as
#the bone
#[print(x, len(points_linked[x])) for x in points_linked]
#print("pointsindex length ",len(points_linked))
#vertex group
# all vertex groups of the mesh (obj)...
for obj_vertex_group in mesh.vertex_groups:
#print(" bone group build:",obj_vertex_group.name)#print bone name
#print(dir(obj_vertex_group))
verbose("obj_vertex_group.name={}".format(obj_vertex_group.name))
vertex_list = []
# all vertices in the mesh...
for vertex in mesh.data.vertices:
#print(dir(vertex))
# all groups this vertex is a member of...
for vgroup in vertex.groups:
if vgroup.group == obj_vertex_group.index:
vertex_weight = vgroup.weight
p = VPointSimple()
vpos = mesh.matrix_local * vertex.co
p.Point.X = vpos.x
p.Point.Y = vpos.y
p.Point.Z = vpos.z
for point in points_linked[p]:
point_index = points.get(point) #point index
v_item = (point_index, vertex_weight)
vertex_list.append(v_item)
#bone name, [point id and wieght]
#print("Add Vertex Group:",obj_vertex_group.name, " No. Points:",len(vertex_list))
psk.VertexGroups[obj_vertex_group.name] = vertex_list
# remove the temporary triangulated mesh
if bpy.context.scene.udk_option_triangulate == True:
verbose("Removing temporary triangle mesh: {}".format(mesh.name))
bpy.ops.object.mode_set(mode='OBJECT') # OBJECT mode
mesh.parent = None # unparent to avoid phantom links
bpy.context.scene.objects.unlink(mesh) # unlink
#===========================================================================
# Collate bones that belong to the UDK skeletal mesh
#===========================================================================
def parse_armature( armature, psk, psa ):
print(header("ARMATURE", 'RIGHT'))
verbose("Armature object: {} Armature data: {}".format(armature.name, armature.data.name))
# generate a list of root bone candidates
root_candidates = [b for b in armature.data.bones if b.parent == None and b.use_deform == True]
# should be a single, unambiguous result
if len(root_candidates) == 0:
raise Error("Cannot find root for UDK bones. The root bone must use deform.")
if len(root_candidates) > 1:
raise Error("Ambiguous root for UDK. More than one root bone is using deform.")
# prep for bone collection
udk_root_bone = root_candidates[0]
udk_bones = []
BoneUtil.static_bone_id = 0 # replaces global
# traverse bone chain
print("{: <3} {: <48} {: <20}".format("ID", "Bone", "Status"))
print()
recurse_bone(udk_root_bone, udk_bones, psk, psa, 0, armature.matrix_local)
# final validation
if len(udk_bones) < 3:
raise Error("Less than three bones may crash UDK (legacy issue?)")
# return a list of bones making up the entire udk skel
# this is passed to parse_animation instead of working from keyed bones in the action
return udk_bones
#===========================================================================
# bone current bone
# bones bone list
# psk the PSK file object
# psa the PSA file object
# parent_id
# parent_matrix
# indent text indent for recursive log
#===========================================================================
def recurse_bone( bone, bones, psk, psa, parent_id, parent_matrix, indent="" ):
status = "Ok"
bones.append(bone);
if not bone.use_deform:
status = "No effect"
# calc parented bone transform
if bone.parent != None:
quat = make_fquat(bone.matrix.to_quaternion())
quat_parent = bone.parent.matrix.to_quaternion().inverted()
parent_head = quat_parent * bone.parent.head
parent_tail = quat_parent * bone.parent.tail
translation = (parent_tail - parent_head) + bone.head
# calc root bone transform
else:
translation = parent_matrix * bone.head # ARMATURE OBJECT Location
rot_matrix = bone.matrix * parent_matrix.to_3x3() # ARMATURE OBJECT Rotation
quat = make_fquat_default(rot_matrix.to_quaternion())
bone_id = BoneUtil.static_bone_id # ALT VERS
BoneUtil.static_bone_id += 1 # ALT VERS
child_count = len(bone.children)
psk.AddBone( make_vbone(bone.name, parent_id, child_count, quat, translation) )
psa.StoreBone( make_namedbonebinary(bone.name, parent_id, child_count, quat, translation, 1) )
#RG - dump influences for this bone - use the data we collected in the mesh dump phase to map our bones to vertex groups
if bone.name in psk.VertexGroups:
vertex_list = psk.VertexGroups[bone.name]
#print("vertex list:", len(vertex_list), " of >" ,bone.name )
for vertex_data in vertex_list:
point_index = vertex_data[0]
vertex_weight = vertex_data[1]
influence = VRawBoneInfluence()
influence.Weight = vertex_weight
influence.BoneIndex = bone_id
influence.PointIndex = point_index
#print (" AddInfluence to vertex {}, weight={},".format(point_index, vertex_weight))
psk.AddInfluence(influence)
else:
status = "No vertex group"
#FIXME overwriting previous status error?
print("{:<3} {:<48} {:<20}".format(bone_id, indent+bone.name, status))
#bone.matrix_local
#recursively dump child bones
for child_bone in bone.children:
recurse_bone(child_bone, bones, psk, psa, bone_id, parent_matrix, " "+indent)
# FIXME rename? remove?
class BoneUtil:
static_bone_id = 0 # static property to replace global
#===========================================================================
# armature the armature
# udk_bones list of bones to be exported
# actions_to_export list of actions to process for export
# psa the PSA file object
#===========================================================================
def parse_animation( armature, udk_bones, actions_to_export, psa ):
print(header("ANIMATION", 'RIGHT'))
context = bpy.context
anim_rate = context.scene.render.fps
verbose("Armature object: {}".format(armature.name))
print("Scene: {} FPS: {} Frames: {} to {}".format(context.scene.name, anim_rate, context.scene.frame_start, context.scene.frame_end))
print("Processing {} action(s)".format(len(actions_to_export)))
print()
if armature.animation_data == None:
print("None Actions Set! skipping...")
return
restoreAction = armature.animation_data.action # Q: is animation_data always valid?
restoreFrame = context.scene.frame_current # we already do this in export_proxy, but we'll do it here too for now
raw_frame_index = 0 # used to set FirstRawFrame, seperating actions in the raw keyframe array
# action loop...
for action in actions_to_export:
# removed: check for armature with no animation; all it did was force you to add one
if not len(action.fcurves):
print("{} has no keys, skipping".format(action.name))
continue
# apply action to armature and update scene
armature.animation_data.action = action
context.scene.update()
# min/max frames define range
framemin, framemax = action.frame_range
start_frame = int(framemin)
end_frame = int(framemax)
scene_range = range(start_frame, end_frame + 1)
frame_count = len(scene_range)
# create the AnimInfoBinary
anim = AnimInfoBinary()
anim.Name = action.name
anim.Group = "" # unused?
anim.NumRawFrames = frame_count
anim.AnimRate = anim_rate
anim.FirstRawFrame = raw_frame_index
print("{}, frames {} to {} ({} frames)".format(action.name, start_frame, end_frame, frame_count))
# removed: bone lookup table
# build a list of pose bones relevant to the collated udk_bones
# fixme: could be done once, prior to loop?
udk_pose_bones = []
for b in udk_bones:
for pb in armature.pose.bones:
if b.name == pb.name:
udk_pose_bones.append(pb)
break;
# sort in the order the bones appear in the PSA file
ordered_bones = {}
ordered_bones = sorted([(psa.UseBone(b.name), b) for b in udk_pose_bones], key=operator.itemgetter(0))
# NOTE: posebone.bone references the obj/edit bone
# REMOVED: unique_bone_indexes is redundant?
# frame loop...
for i in range(frame_count):
frame = scene_range[i]
#verbose("FRAME {}".format(i), i) # test loop sampling
# advance to frame (automatically updates the pose)
context.scene.frame_set(frame)
# compute the key for each bone
for bone_data in ordered_bones:
bone_index = bone_data[0]
pose_bone = bone_data[1]
pose_bone_matrix = mathutils.Matrix(pose_bone.matrix)
if pose_bone.parent != None:
pose_bone_parent_matrix = mathutils.Matrix(pose_bone.parent.matrix)
pose_bone_matrix = pose_bone_parent_matrix.inverted() * pose_bone_matrix
head = pose_bone_matrix.to_translation()
quat = pose_bone_matrix.to_quaternion().normalized()
if pose_bone.parent != None:
quat = make_fquat(quat)
else:
quat = make_fquat_default(quat)
vkey = VQuatAnimKey()
vkey.Position.X = head.x
vkey.Position.Y = head.y
vkey.Position.Z = head.z
vkey.Orientation = quat
# frame delta = 1.0 / fps
vkey.Time = 1.0 / float(anim_rate) # according to C++ header this is "disregarded"
psa.AddRawKey(vkey)
# END for bone_data in ordered_bones
raw_frame_index += 1
# END for i in range(frame_count)
anim.TotalBones = len(ordered_bones) # REMOVED len(unique_bone_indexes)
anim.TrackTime = float(frame_count) # frame_count/anim.AnimRate makes more sense, but this is what actually works in UDK
verbose("anim.TotalBones={}, anim.TrackTime={}".format(anim.TotalBones, anim.TrackTime))
psa.AddAnimation(anim)
# END for action in actions
# restore
armature.animation_data.action = restoreAction
context.scene.frame_set(restoreFrame)
#===========================================================================
# Collate actions to be exported
# Modify this to filter for one, some or all actions. For now use all.
# RETURNS list of actions
#===========================================================================
def collate_actions():
verbose(header("collate_actions"))
actions_to_export = []
for action in bpy.data.actions:
verbose(" + {}".format(action.name))
actions_to_export.append(action)
return actions_to_export
#===========================================================================
# Locate the target armature and mesh for export
# RETURNS armature, mesh
#===========================================================================
def find_armature_and_mesh():
verbose(header("find_armature_and_mesh", 'LEFT', '<', 60))
context = bpy.context
active_object = context.active_object
armature = None
mesh = None
# TODO:
# this could be more intuitive
bpy.ops.object.mode_set(mode='OBJECT')
# try the active object
if active_object and active_object.type == 'ARMATURE':
armature = active_object
# otherwise, try for a single armature in the scene
else:
all_armatures = [obj for obj in context.scene.objects if obj.type == 'ARMATURE']
if len(all_armatures) == 1:
armature = all_armatures[0]
elif len(all_armatures) > 1:
raise Error("Please select an armature in the scene")
else:
raise Error("No armatures in scene")
verbose("Found armature: {}".format(armature.name))
meshselected = []
parented_meshes = [obj for obj in armature.children if obj.type == 'MESH']
for obj in armature.children:
#print(dir(obj))
if obj.type == 'MESH' and obj.select == True:
meshselected.append(obj)
# try the active object
if active_object and active_object.type == 'MESH' and len(meshselected) == 0:
if active_object.parent == armature:
mesh = active_object
else:
raise Error("The selected mesh is not parented to the armature")
# otherwise, expect a single mesh parented to the armature (other object types are ignored)
else:
print("Number of meshes:",len(parented_meshes))
print("Number of meshes (selected):",len(meshselected))
if len(parented_meshes) == 1:
mesh = parented_meshes[0]
elif len(parented_meshes) > 1:
if len(meshselected) >= 1:
mesh = sortmesh(meshselected)
else:
raise Error("More than one mesh(s) parented to armature. Select object(s)!")
else:
raise Error("No mesh parented to armature")
verbose("Found mesh: {}".format(mesh.name))
if len(armature.pose.bones) == len(mesh.vertex_groups):
print("Armature and Mesh Vertex Groups matches Ok!")
else:
raise Error("Armature bones:" + str(len(armature.pose.bones)) + " Mesh Vertex Groups:" + str(len(mesh.vertex_groups)) +" doesn't match!")
return armature, mesh
#===========================================================================
# Returns a list of vertex groups in the mesh. Can be modified to filter
# groups as necessary.
# UNUSED
#===========================================================================
def collate_vertex_groups( mesh ):
verbose("collate_vertex_groups")
groups = []
for group in mesh.vertex_groups:
groups.append(group)
verbose(" " + group.name)
return groups
#===========================================================================
# Main
#===========================================================================
def export(filepath):
print(header("Export", 'RIGHT'))
bpy.types.Scene.udk_copy_merge = False #in case fail to export set this to default
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t = time.clock()
context = bpy.context
print("Blender Version {}.{}.{}".format(bpy.app.version[0], bpy.app.version[1], bpy.app.version[2]))
print("Filepath: {}".format(filepath))
verbose("PSK={}, PSA={}".format(context.scene.udk_option_export_psk, context.scene.udk_option_export_psa))
# find armature and mesh
# [change this to implement alternative methods; raise Error() if not found]
udk_armature, udk_mesh = find_armature_and_mesh()
# check misc conditions
if not (udk_armature.scale.x == udk_armature.scale.y == udk_armature.scale.z == 1):
raise Error("bad armature scale: armature object should have uniform scale of 1 (ALT-S)")
if not (udk_mesh.scale.x == udk_mesh.scale.y == udk_mesh.scale.z == 1):
raise Error("bad mesh scale: mesh object should have uniform scale of 1 (ALT-S)")
if not (udk_armature.location.x == udk_armature.location.y == udk_armature.location.z == 0):
raise Error("bad armature location: armature should be located at origin (ALT-G)")
if not (udk_mesh.location.x == udk_mesh.location.y == udk_mesh.location.z == 0):
raise Error("bad mesh location: mesh should be located at origin (ALT-G)")
# prep
psk = PSKFile()
psa = PSAFile()
# step 1
parse_mesh(udk_mesh, psk)
# step 2
udk_bones = parse_armature(udk_armature, psk, psa)
# step 3
if context.scene.udk_option_export_psa == True:
actions = collate_actions()
parse_animation(udk_armature, udk_bones, actions, psa)
# write files
print(header("Exporting", 'CENTER'))
psk_filename = filepath + '.psk'
psa_filename = filepath + '.psa'
if context.scene.udk_option_export_psk == True:
print("Skeletal mesh data...")
psk.PrintOut()
file = open(psk_filename, "wb")
file.write(psk.dump())
file.close()
print("Exported: " + psk_filename)
print()
if context.scene.udk_option_export_psa == True:
print("Animation data...")
if not psa.IsEmpty():
psa.PrintOut()
file = open(psa_filename, "wb")
file.write(psa.dump())
file.close()
print("Exported: " + psa_filename)
else:
print("No Animation (.psa file) to export")
print()
print("Export completed in {:.2f} seconds".format((time.clock() - t)))
from bpy.props import *
#===========================================================================
# Operator
#===========================================================================
class Operator_UDKExport( bpy.types.Operator ):
bl_idname = "object.udk_export"
bl_label = "Export now"
__doc__ = "Export to UDK"
def execute(self, context):
print( "\n"*8 )
scene = bpy.context.scene
scene.udk_option_export_psk = (scene.udk_option_export == '0' or scene.udk_option_export == '2')
scene.udk_option_export_psa = (scene.udk_option_export == '1' or scene.udk_option_export == '2')
filepath = get_dst_path()
# cache settings
restore_frame = scene.frame_current
message = "Finish Export!"
try:
export(filepath)
except Error as err:
print(err.message)
message = err.message
# restore settings
scene.frame_set(restore_frame)
self.report({'ERROR'}, message)
# restore settings
scene.frame_set(restore_frame)
return {'FINISHED'}
#===========================================================================
# Operator
#===========================================================================
class Operator_ToggleConsole( bpy.types.Operator ):
bl_idname = "object.toggle_console"
bl_label = "Toggle console"
__doc__ = "Show or hide the console"
#def invoke(self, context, event):
# bpy.ops.wm.console_toggle()
# return{'FINISHED'}
def execute(self, context):
bpy.ops.wm.console_toggle()
return {'FINISHED'}
#===========================================================================
# Get filepath for export
#===========================================================================
def get_dst_path():
if bpy.context.scene.udk_option_filename_src == '0':
if bpy.context.active_object:
path = os.path.split(bpy.data.filepath)[0] + "\\" + bpy.context.active_object.name# + ".psk"
else:
path = os.path.split(bpy.data.filepath)[0] + "\\" + "Unknown";
else:
path = os.path.splitext(bpy.data.filepath)[0]# + ".psk"
return path
# fixme
from bpy.props import *
#Added by [MGVS]
bpy.types.Scene.udk_option_filename_src = EnumProperty(
name = "Filename",
description = "Sets the name for the files",
items = [ ('0', "From object", "Name will be taken from object name"),
('1', "From Blend", "Name will be taken from .blend file name") ],
default = '0')
bpy.types.Scene.udk_option_export_psk = BoolProperty(
name = "bool export psa",
description = "bool for exporting this psk format",
default = True)
bpy.types.Scene.udk_option_export_psa = BoolProperty(
name = "bool export psa",
description = "bool for exporting this psa format",
default = True)
bpy.types.Scene.udk_option_clamp_uv = BoolProperty(
name = "Clamp UV",
description = "Clamp UV co-ordinates to [0-1]",
default = False)
bpy.types.Scene.udk_copy_merge = BoolProperty(
name = "merge mesh",
description = "Deal with unlinking the mesh to be remove while exporting the object.",
default = False)
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bpy.types.Scene.udk_option_export = EnumProperty(
name = "Export",
description = "What to export",
items = [ ('0', "Mesh only", "Exports the PSK file for the skeletal mesh"),
('1', "Animation only", "Export the PSA file for animations"),
('2', "Mesh & Animation", "Export both PSK and PSA files") ],
default = '2')
bpy.types.Scene.udk_option_verbose = BoolProperty(
name = "Verbose",
description = "Verbose console output",
default = False)
bpy.types.Scene.udk_option_smoothing_groups = BoolProperty(
name = "Smooth Groups",
description = "Activate hard edges as smooth groups",
default = True)
bpy.types.Scene.udk_option_triangulate = BoolProperty(
name = "Triangulate Mesh",
description = "Convert Quads to Triangles",
default = False)
#===========================================================================
# User interface
#===========================================================================
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class OBJECT_OT_UTSelectedFaceSmooth(bpy.types.Operator):
bl_idname = "object.utselectfacesmooth" # XXX, name???
bl_label = "Select Smooth faces"
__doc__ = """It will only select smooth faces that is select mesh"""
def invoke(self, context, event):
print("----------------------------------------")
print("Init Select Face(s):")
bselected = False
for obj in bpy.data.objects:
if obj.type == 'MESH' and obj.select == True:
smoothcount = 0
flatcount = 0
bpy.ops.object.mode_set(mode='OBJECT')#it need to go into object mode to able to select the faces
for i in bpy.context.scene.objects: i.select = False #deselect all objects
obj.select = True #set current object select
bpy.context.scene.objects.active = obj #set active object
mesh = bmesh.new();
mesh.from_mesh(obj.data)
for face in mesh.faces:
face.select = False
for face in mesh.faces:
if face.smooth == True:
face.select = True
smoothcount += 1
else:
flatcount += 1
face.select = False
mesh.to_mesh(obj.data)
bpy.context.scene.update()
bpy.ops.object.mode_set(mode='EDIT')
print("Select Smooth Count(s):",smoothcount," Flat Count(s):",flatcount)
bselected = True
break
if bselected:
print("Selected Face(s) Exectue!")
self.report({'INFO'}, "Selected Face(s) Exectue!")
else:
print("Didn't select Mesh Object!")
self.report({'INFO'}, "Didn't Select Mesh Object!")
print("----------------------------------------")
return{'FINISHED'}
class OBJECT_OT_MeshClearWeights(bpy.types.Operator):
bl_idname = "object.meshclearweights" # XXX, name???
bl_label = "Remove Mesh vertex weights"
__doc__ = """Remove all mesh vertex groups weights for the bones."""
def invoke(self, context, event):
for obj in bpy.data.objects:
if obj.type == 'MESH' and obj.select == True:
for vg in obj.vertex_groups:
obj.vertex_groups.remove(vg)
self.report({'INFO'}, "Mesh Vertex Groups Remove!")
break
return{'FINISHED'}
def unpack_list(list_of_tuples):
l = []
for t in list_of_tuples:
l.extend(t)
return l
class OBJECT_OT_UTRebuildMesh(bpy.types.Operator):
bl_idname = "object.utrebuildmesh" # XXX, name???
bl_label = "Rebuild Mesh"
__doc__ = """It rebuild the mesh from scrape from the selected mesh object. Note the scale will be 1:1 for object mode. To keep from deforming"""
def invoke(self, context, event):
print("----------------------------------------")
print("Init Mesh Bebuild...")
bselected = False
for obj in bpy.data.objects:
if obj.type == 'MESH' and obj.select == True:
for i in bpy.context.scene.objects: i.select = False #deselect all objects
obj.select = True
bpy.context.scene.objects.active = obj
bpy.ops.object.mode_set(mode='OBJECT')
me_ob = bpy.data.meshes.new(("Re_"+obj.name))
mesh = obj.data
faces = []
verts = []
smoothings = []
uvfaces = []
print("creating array build mesh...")
mmesh = obj.to_mesh(bpy.context.scene,True,'PREVIEW')
uv_layer = mmesh.tessface_uv_textures.active
for face in mmesh.tessfaces:
smoothings.append(face.use_smooth)#smooth or flat in boolean
if uv_layer != None:#check if there texture data exist
faceUV = uv_layer.data[face.index]
uvs = []
for uv in faceUV.uv:
uvs.append((uv[0],uv[1]))
uvfaces.append(uvs)
print((face.vertices[:]))
if len(face.vertices) == 3:
faces.extend([(face.vertices[0],face.vertices[1],face.vertices[2],0)])
else:
faces.extend([(face.vertices[0],face.vertices[1],face.vertices[2],face.vertices[3])])
#vertex positions
for vertex in mesh.vertices:
verts.append(vertex.co.to_tuple())
#vertices weight groups into array
vertGroups = {} #array in strings
for vgroup in obj.vertex_groups:
vlist = []
for v in mesh.vertices:
for vg in v.groups:
if vg.group == vgroup.index:
vlist.append((v.index,vg.weight))
#print((v.index,vg.weight))
vertGroups[vgroup.name] = vlist