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io_export_unreal_psk_psa.py 73.6 KiB
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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)
	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
	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)

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
#===========================================================================
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