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# ***** GPL LICENSE BLOCK *****
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
# All rights reserved.
# ***** GPL LICENSE BLOCK *****
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"name": "Export Skeleletal Mesh/Animation Data",
"author": "Darknet/Optimus_P-Fat/Active_Trash/Sinsoft",
"version": (2, 0),
"api": 31847,
"location": "File > Export > Skeletal Mesh/Animation Data (.psk/.psa)",
"description": "Export Unreal Engine (.psk)",
"warning": "",
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"\
"Scripts/Import-Export/Unreal_psk_psa",
"tracker_url": "https://projects.blender.org/tracker/index.php?"\
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-- Unreal Skeletal Mesh and Animation Export (.psk and .psa) export script v0.0.1 --<br>
- NOTES:
- This script Exports To Unreal's PSK and PSA file formats for Skeletal Meshes and Animations. <br>
- This script DOES NOT support vertex animation! These require completely different file formats. <br>
- v0.0.1
- Initial version
- v0.0.2
- This version adds support for more than one material index!
[ - Edit by: Darknet
- v0.0.3 - v0.0.12
- This will work on UT3 and it is a stable version that work with vehicle for testing.
- Main Bone fix no dummy needed to be there.
- Just bone issues position, rotation, and offset for psk.
- The armature bone position, rotation, and the offset of the bone is fix. It was to deal with skeleton mesh export for psk.
- Animation is fix for position, offset, rotation bone support one rotation direction when armature build.
- It will convert your mesh into triangular when exporting to psk file.
- Did not work with psa export yet.
- v0.0.13
- The animatoin will support different bone rotations when export the animation.
- v0.0.14
- Fixed Action set keys frames when there is no pose keys and it will ignore it.
- v0.0.15
- Fixed multiple objects when exporting to psk. Select one mesh to export to psk.
- ]
- v0.1.1
- Blender 2.50 svn (Support)
Credit to:
- export_cal3d.py (Position of the Bones Format)
- blender2md5.py (Animation Translation Format)
- export_obj.py (Blender 2.5/Pyhton 3.x Format)
- freenode #blendercoder -> user -> ideasman42
- Give Credit to those who work on this script.
- http://sinsoft.com
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"""
import os
import time
import datetime
import bpy
import mathutils
import operator
from struct import pack, calcsize
# REFERENCE MATERIAL JUST IN CASE:
#
# U = x / sqrt(x^2 + y^2 + z^2)
# V = y / sqrt(x^2 + y^2 + z^2)
#
# Triangles specifed counter clockwise for front face
#
#defines for sizeofs
SIZE_FQUAT = 16
SIZE_FVECTOR = 12
SIZE_VJOINTPOS = 44
SIZE_ANIMINFOBINARY = 168
SIZE_VCHUNKHEADER = 32
SIZE_VMATERIAL = 88
SIZE_VBONE = 120
SIZE_FNAMEDBONEBINARY = 120
SIZE_VRAWBONEINFLUENCE = 12
SIZE_VQUATANIMKEY = 32
SIZE_VVERTEX = 16
SIZE_VPOINT = 12
SIZE_VTRIANGLE = 12
########################################################################
# Generic Object->Integer mapping
# the object must be usable as a dictionary key
class ObjMap:
def __init__(self):
self.dict = {}
self.next = 0
def get(self, obj):
if obj in self.dict:
return self.dict[obj]
else:
id = self.next
self.next = self.next + 1
self.dict[obj] = id
return id
def items(self):
getval = operator.itemgetter(0)
getkey = operator.itemgetter(1)
return map(getval, sorted(self.dict.items(), key=getkey))
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########################################################################
# RG - UNREAL DATA STRUCTS - CONVERTED FROM C STRUCTS GIVEN ON UDN SITE
# provided here: http://udn.epicgames.com/Two/BinaryFormatSpecifications.html
# updated UDK (Unreal Engine 3): http://udn.epicgames.com/Three/BinaryFormatSpecifications.html
class FQuat:
def __init__(self):
self.X = 0.0
self.Y = 0.0
self.Z = 0.0
self.W = 1.0
def dump(self):
data = pack('ffff', self.X, self.Y, self.Z, self.W)
return data
def __cmp__(self, other):
return cmp(self.X, other.X) \
or cmp(self.Y, other.Y) \
or cmp(self.Z, other.Z) \
or cmp(self.W, other.W)
def __hash__(self):
return hash(self.X) ^ hash(self.Y) ^ hash(self.Z) ^ hash(self.W)
def __str__(self):
return "[%f,%f,%f,%f](FQuat)" % (self.X, self.Y, self.Z, self.W)
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class FVector(object):
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def __init__(self, X=0.0, Y=0.0, Z=0.0):
self.X = X
self.Y = Y
self.Z = Z
def dump(self):
data = pack('fff', self.X, self.Y, self.Z)
return data
def __cmp__(self, other):
return cmp(self.X, other.X) \
or cmp(self.Y, other.Y) \
or cmp(self.Z, other.Z)
def _key(self):
return (type(self).__name__, self.X, self.Y, self.Z)
def __hash__(self):
return hash(self._key())
def __eq__(self, other):
if not hasattr(other, '_key'):
return False
return self._key() == other._key()
def dot(self, other):
return self.X * other.X + self.Y * other.Y + self.Z * other.Z
def cross(self, other):
return FVector(self.Y * other.Z - self.Z * other.Y,
self.Z * other.X - self.X * other.Z,
self.X * other.Y - self.Y * other.X)
def sub(self, other):
return FVector(self.X - other.X,
self.Y - other.Y,
self.Z - other.Z)
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class VJointPos:
def __init__(self):
self.Orientation = FQuat()
self.Position = FVector()
self.Length = 0.0
self.XSize = 0.0
self.YSize = 0.0
self.ZSize = 0.0
def dump(self):
data = self.Orientation.dump() + self.Position.dump() + pack('4f', self.Length, self.XSize, self.YSize, self.ZSize)
return data
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class AnimInfoBinary:
def __init__(self):
self.Name = "" # length=64
self.Group = "" # length=64
self.TotalBones = 0
self.RootInclude = 0
self.KeyCompressionStyle = 0
self.KeyQuotum = 0
self.KeyPrediction = 0.0
self.TrackTime = 0.0
self.AnimRate = 0.0
self.StartBone = 0
self.FirstRawFrame = 0
self.NumRawFrames = 0
def dump(self):
data = pack('64s64siiiifffiii', self.Name, self.Group, self.TotalBones, self.RootInclude, self.KeyCompressionStyle, self.KeyQuotum, self.KeyPrediction, self.TrackTime, self.AnimRate, self.StartBone, self.FirstRawFrame, self.NumRawFrames)
return data
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class VChunkHeader:
def __init__(self, name, type_size):
self.ChunkID = name # length=20
self.TypeFlag = 1999801 # special value
self.DataSize = type_size
self.DataCount = 0
def dump(self):
data = pack('20siii', self.ChunkID, self.TypeFlag, self.DataSize, self.DataCount)
return data
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class VMaterial:
def __init__(self):
self.MaterialName = "" # length=64
self.TextureIndex = 0
self.PolyFlags = 0 # DWORD
self.AuxMaterial = 0
self.AuxFlags = 0 # DWORD
self.LodBias = 0
self.LodStyle = 0
def dump(self):
data = pack('64siLiLii', self.MaterialName, self.TextureIndex, self.PolyFlags, self.AuxMaterial, self.AuxFlags, self.LodBias, self.LodStyle)
return data
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class VBone:
def __init__(self):
self.Name = "" # length = 64
self.Flags = 0 # DWORD
self.NumChildren = 0
self.ParentIndex = 0
self.BonePos = VJointPos()
def dump(self):
data = pack('64sLii', self.Name, self.Flags, self.NumChildren, self.ParentIndex) + self.BonePos.dump()
return data
#same as above - whatever - this is how Epic does it...
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class FNamedBoneBinary:
def __init__(self):
self.Name = "" # length = 64
self.Flags = 0 # DWORD
self.NumChildren = 0
self.ParentIndex = 0
self.BonePos = VJointPos()
self.IsRealBone = 0 # this is set to 1 when the bone is actually a bone in the mesh and not a dummy
def dump(self):
data = pack('64sLii', self.Name, self.Flags, self.NumChildren, self.ParentIndex) + self.BonePos.dump()
return data
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class VRawBoneInfluence:
def __init__(self):
self.Weight = 0.0
self.PointIndex = 0
self.BoneIndex = 0
def dump(self):
data = pack('fii', self.Weight, self.PointIndex, self.BoneIndex)
return data
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class VQuatAnimKey:
def __init__(self):
self.Position = FVector()
self.Orientation = FQuat()
self.Time = 0.0
def dump(self):
data = self.Position.dump() + self.Orientation.dump() + pack('f', self.Time)
return data
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class VVertex(object):
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def __init__(self):
self.PointIndex = 0 # WORD
self.U = 0.0
self.V = 0.0
self.MatIndex = 0 #BYTE
self.Reserved = 0 #BYTE
def dump(self):
data = pack('HHffBBH', self.PointIndex, 0, self.U, self.V, self.MatIndex, self.Reserved, 0)
return data
def __cmp__(self, other):
return cmp(self.PointIndex, other.PointIndex) \
or cmp(self.U, other.U) \
or cmp(self.V, other.V) \
or cmp(self.MatIndex, other.MatIndex) \
or cmp(self.Reserved, other.Reserved)
def _key(self):
return (type(self).__name__,self.PointIndex, self.U, self.V,self.MatIndex,self.Reserved)
def __hash__(self):
return hash(self._key())
def __eq__(self, other):
if not hasattr(other, '_key'):
return False
return self._key() == other._key()
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class VPoint(object):
def __init__(self):
self.Point = FVector()
def dump(self):
return self.Point.dump()
def __cmp__(self, other):
return cmp(self.Point, other.Point)
def _key(self):
return (type(self).__name__, self.Point)
def __hash__(self):
return hash(self._key())
def __eq__(self, other):
if not hasattr(other, '_key'):
return False
return self._key() == other._key()
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class VTriangle:
def __init__(self):
self.WedgeIndex0 = 0 # WORD
self.WedgeIndex1 = 0 # WORD
self.WedgeIndex2 = 0 # WORD
self.MatIndex = 0 # BYTE
self.AuxMatIndex = 0 # BYTE
self.SmoothingGroups = 0 # DWORD
def dump(self):
data = pack('HHHBBL', self.WedgeIndex0, self.WedgeIndex1, self.WedgeIndex2, self.MatIndex, self.AuxMatIndex, self.SmoothingGroups)
return data
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# END UNREAL DATA STRUCTS
########################################################################
########################################################################
#RG - helper class to handle the normal way the UT files are stored
#as sections consisting of a header and then a list of data structures
class FileSection:
def __init__(self, name, type_size):
self.Header = VChunkHeader(name, type_size)
self.Data = [] # list of datatypes
def dump(self):
data = self.Header.dump()
for i in range(len(self.Data)):
data = data + self.Data[i].dump()
return data
def UpdateHeader(self):
self.Header.DataCount = len(self.Data)
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class PSKFile:
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def __init__(self):
self.GeneralHeader = VChunkHeader("ACTRHEAD", 0)
self.Points = FileSection("PNTS0000", SIZE_VPOINT) #VPoint
self.Wedges = FileSection("VTXW0000", SIZE_VVERTEX) #VVertex
self.Faces = FileSection("FACE0000", SIZE_VTRIANGLE) #VTriangle
self.Materials = FileSection("MATT0000", SIZE_VMATERIAL) #VMaterial
self.Bones = FileSection("REFSKELT", SIZE_VBONE) #VBone
self.Influences = FileSection("RAWWEIGHTS", SIZE_VRAWBONEINFLUENCE) #VRawBoneInfluence
#RG - this mapping is not dumped, but is used internally to store the new point indices
# for vertex groups calculated during the mesh dump, so they can be used again
# to dump bone influences during the armature dump
#
# the key in this dictionary is the VertexGroup/Bone Name, and the value
# is a list of tuples containing the new point index and the weight, in that order
#
# Layout:
# { groupname : [ (index, weight), ... ], ... }
#
# example:
# { 'MyVertexGroup' : [ (0, 1.0), (5, 1.0), (3, 0.5) ] , 'OtherGroup' : [(2, 1.0)] }
self.VertexGroups = {}
def AddPoint(self, p):
#print ('AddPoint')
self.Points.Data.append(p)
def AddWedge(self, w):
#print ('AddWedge')
self.Wedges.Data.append(w)
def AddFace(self, f):
#print ('AddFace')
self.Faces.Data.append(f)
def AddMaterial(self, m):
#print ('AddMaterial')
self.Materials.Data.append(m)
def AddBone(self, b):
#print ('AddBone [%s]: Position: (x=%f, y=%f, z=%f) Rotation=(%f,%f,%f,%f)' % (b.Name, b.BonePos.Position.X, b.BonePos.Position.Y, b.BonePos.Position.Z, b.BonePos.Orientation.X,b.BonePos.Orientation.Y,b.BonePos.Orientation.Z,b.BonePos.Orientation.W))
self.Bones.Data.append(b)
def AddInfluence(self, i):
#print ('AddInfluence')
self.Influences.Data.append(i)
def UpdateHeaders(self):
self.Points.UpdateHeader()
self.Wedges.UpdateHeader()
self.Faces.UpdateHeader()
self.Materials.UpdateHeader()
self.Bones.UpdateHeader()
self.Influences.UpdateHeader()
def dump(self):
self.UpdateHeaders()
data = self.GeneralHeader.dump() + self.Points.dump() + self.Wedges.dump() + self.Faces.dump() + self.Materials.dump() + self.Bones.dump() + self.Influences.dump()
return data
def GetMatByIndex(self, mat_index):
if mat_index >= 0 and len(self.Materials.Data) > mat_index:
return self.Materials.Data[mat_index]
else:
m = VMaterial()
m.MaterialName = "Mat%i" % mat_index
self.AddMaterial(m)
return m
def PrintOut(self):
print ("--- PSK FILE EXPORTED ---")
print ('point count: %i' % len(self.Points.Data))
print ('wedge count: %i' % len(self.Wedges.Data))
print ('face count: %i' % len(self.Faces.Data))
print ('material count: %i' % len(self.Materials.Data))
print ('bone count: %i' % len(self.Bones.Data))
print ('inlfuence count: %i' % len(self.Influences.Data))
print ('-------------------------')
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# PSA FILE NOTES FROM UDN:
#
# The raw key array holds all the keys for all the bones in all the specified sequences,
# organized as follows:
# For each AnimInfoBinary's sequence there are [Number of bones] times [Number of frames keys]
# in the VQuatAnimKeys, laid out as tracks of [numframes] keys for each bone in the order of
# the bones as defined in the array of FnamedBoneBinary in the PSA.
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#
# Once the data from the PSK (now digested into native skeletal mesh) and PSA (digested into
# a native animation object containing one or more sequences) are associated together at runtime,
# bones are linked up by name. Any bone in a skeleton (from the PSK) that finds no partner in
# the animation sequence (from the PSA) will assume its reference pose stance ( as defined in
# the offsets & rotations that are in the VBones making up the reference skeleton from the PSK)
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class PSAFile:
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def __init__(self):
self.GeneralHeader = VChunkHeader("ANIMHEAD", 0)
self.Bones = FileSection("BONENAMES", SIZE_FNAMEDBONEBINARY) #FNamedBoneBinary
self.Animations = FileSection("ANIMINFO", SIZE_ANIMINFOBINARY) #AnimInfoBinary
self.RawKeys = FileSection("ANIMKEYS", SIZE_VQUATANIMKEY) #VQuatAnimKey
# this will take the format of key=Bone Name, value = (BoneIndex, Bone Object)
# THIS IS NOT DUMPED
self.BoneLookup = {}
def dump(self):
data = self.Generalheader.dump() + self.Bones.dump() + self.Animations.dump() + self.RawKeys.dump()
return data
def AddBone(self, b):
#LOUD
#print "AddBone: " + b.Name
self.Bones.Data.append(b)
def AddAnimation(self, a):
#LOUD
#print "AddAnimation: %s, TotalBones: %i, AnimRate: %f, NumRawFrames: %i, TrackTime: %f" % (a.Name, a.TotalBones, a.AnimRate, a.NumRawFrames, a.TrackTime)
self.Animations.Data.append(a)
def AddRawKey(self, k):
#LOUD
#print "AddRawKey [%i]: Time: %f, Quat: x=%f, y=%f, z=%f, w=%f, Position: x=%f, y=%f, z=%f" % (len(self.RawKeys.Data), k.Time, k.Orientation.X, k.Orientation.Y, k.Orientation.Z, k.Orientation.W, k.Position.X, k.Position.Y, k.Position.Z)
self.RawKeys.Data.append(k)
def UpdateHeaders(self):
self.Bones.UpdateHeader()
self.Animations.UpdateHeader()
self.RawKeys.UpdateHeader()
def GetBoneByIndex(self, bone_index):
if bone_index >= 0 and len(self.Bones.Data) > bone_index:
return self.Bones.Data[bone_index]
def IsEmpty(self):
return (len(self.Bones.Data) == 0 or len(self.Animations.Data) == 0)
def StoreBone(self, b):
self.BoneLookup[b.Name] = [-1, b]
def UseBone(self, bone_name):
if bone_name in self.BoneLookup:
bone_data = self.BoneLookup[bone_name]
if bone_data[0] == -1:
bone_data[0] = len(self.Bones.Data)
self.AddBone(bone_data[1])
#self.Bones.Data.append(bone_data[1])
return bone_data[0]
def GetBoneByName(self, bone_name):
if bone_name in self.BoneLookup:
bone_data = self.BoneLookup[bone_name]
return bone_data[1]
def GetBoneIndex(self, bone_name):
if bone_name in self.BoneLookup:
bone_data = self.BoneLookup[bone_name]
return bone_data[0]
def dump(self):
self.UpdateHeaders()
data = self.GeneralHeader.dump() + self.Bones.dump() + self.Animations.dump() + self.RawKeys.dump()
return data
def PrintOut(self):
print ('--- PSA FILE EXPORTED ---')
print ('bone count: %i' % len(self.Bones.Data))
print ('animation count: %i' % len(self.Animations.Data))
print ('rawkey count: %i' % len(self.RawKeys.Data))
print ('-------------------------')
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# helpers to create bone structs
def make_vbone(name, parent_index, child_count, orientation_quat, position_vect):
bone = VBone()
bone.Name = name
bone.ParentIndex = parent_index
bone.NumChildren = child_count
bone.BonePos.Orientation = orientation_quat
bone.BonePos.Position.X = position_vect.x
bone.BonePos.Position.Y = position_vect.y
bone.BonePos.Position.Z = position_vect.z
#these values seem to be ignored?
#bone.BonePos.Length = tail.length
#bone.BonePos.XSize = tail.x
#bone.BonePos.YSize = tail.y
#bone.BonePos.ZSize = tail.z
return bone
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def make_namedbonebinary(name, parent_index, child_count, orientation_quat, position_vect, is_real):
bone = FNamedBoneBinary()
bone.Name = name
bone.ParentIndex = parent_index
bone.NumChildren = child_count
bone.BonePos.Orientation = orientation_quat
bone.BonePos.Position.X = position_vect.x
bone.BonePos.Position.Y = position_vect.y
bone.BonePos.Position.Z = position_vect.z
bone.IsRealBone = is_real
return bone
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##################################################
#RG - check to make sure face isnt a line
#The face has to be triangle not a line
def is_1d_face(blender_face,mesh):
#ID Vertex of id point
v0 = blender_face.vertices[0]
v1 = blender_face.vertices[1]
v2 = blender_face.vertices[2]
return (mesh.vertices[v0].co == mesh.vertices[v1].co or \
mesh.vertices[v1].co == mesh.vertices[v2].co or \
mesh.vertices[v2].co == mesh.vertices[v0].co)
return False
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##################################################
# http://en.wikibooks.org/wiki/Blender_3D:_Blending_Into_Python/Cookbook#Triangulate_NMesh
#blender 2.50 format using the Operators/command convert the mesh to tri mesh
def triangulateNMesh(object):
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bneedtri = False
scene = bpy.context.scene
bpy.ops.object.mode_set(mode='OBJECT')
for i in scene.objects: i.select = False #deselect all objects
object.select = True
scene.objects.active = object #set the mesh object to current
bpy.ops.object.mode_set(mode='OBJECT')
print("Checking mesh if needs to convert quad to Tri...")
for face in object.data.faces:
if (len(face.vertices) > 3):
bneedtri = True
break
bpy.ops.object.mode_set(mode='OBJECT')
if bneedtri == True:
print("Converting quad to tri mesh...")
me_da = object.data.copy() #copy data
me_ob = object.copy() #copy object
#note two copy two types else it will use the current data or mesh
me_ob.data = me_da
bpy.context.scene.objects.link(me_ob)#link the object to the scene #current object location
for i in scene.objects: i.select = False #deselect all objects
me_ob.select = True
scene.objects.active = me_ob #set the mesh object to current
bpy.ops.object.mode_set(mode='EDIT') #Operators
bpy.ops.mesh.select_all(action='SELECT')#select all the face/vertex/edge
bpy.ops.mesh.quads_convert_to_tris() #Operators
bpy.context.scene.update()
bpy.ops.object.mode_set(mode='OBJECT') # set it in object
bpy.context.scene.unrealtriangulatebool = True
print("Triangulate Mesh Done!")
else:
bpy.context.scene.unrealtriangulatebool = False
print("No need to convert tri mesh.")
me_ob = object
return me_ob
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#Blender Bone Index
class BBone:
def __init__(self):
self.bone = ""
self.index = 0
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bonedata = []
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#deal with mesh bones groups vertex point
def BoneIndex(bone):
global BBCount, bonedata
#print("//==============")
#print(bone.name , "ID:",BBCount)
BB = BBone()
BB.bone = bone.name
BB.index = BBCount
bonedata.append(BB)
BBCount += 1
for current_child_bone in bone.children:
BoneIndex(current_child_bone)
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def BoneIndexArmature(blender_armature):
global BBCount
#print("\n Buildng bone before mesh \n")
#objectbone = blender_armature.pose #Armature bone
#print(blender_armature)
objectbone = blender_armature[0].pose
#print(dir(ArmatureData))
for bone in objectbone.bones:
if(bone.parent is None):
BoneIndex(bone)
#BBCount += 1
break
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# Actual object parsing functions
def parse_meshes(blender_meshes, psk_file):
#this is use to call the bone name and the index array for group index matches
global bonedata
#print("BONE DATA",len(bonedata))
print ("----- parsing meshes -----")
print("Number of Object Meshes:",len(blender_meshes))
for current_obj in blender_meshes: #number of mesh that should be one mesh here
#bpy.ops.object.mode_set(mode='EDIT')
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current_obj = triangulateNMesh(current_obj)
#print(dir(current_obj))
print("Mesh Name:",current_obj.name)
current_mesh = current_obj.data
#if len(current_obj.materials) > 0:
# object_mat = current_obj.materials[0]
object_material_index = current_obj.active_material_index
points = ObjMap()
wedges = ObjMap()
discarded_face_count = 0
print (" -- Dumping Mesh Faces -- LEN:", len(current_mesh.faces))
for current_face in current_mesh.faces:
#print ' -- Dumping UVs -- '
#print current_face.uv_textures
if len(current_face.vertices) != 3:
raise RuntimeError("Non-triangular face (%i)" % len(current_face.vertices))
#No Triangulate Yet
# if len(current_face.vertices) != 3:
# raise RuntimeError("Non-triangular face (%i)" % len(current_face.vertices))
# #TODO: add two fake faces made of triangles?
#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(current_face,current_mesh):
#print("faces")
wedge_list = []
vect_list = []
#get or create the current material
m = psk_file.GetMatByIndex(object_material_index)
face_index = current_face.index
has_UV = False
faceUV = None
if len(current_mesh.uv_textures) > 0:
has_UV = True
#print("face index: ",face_index)
#faceUV = current_mesh.uv_textures.active.data[face_index]#UVs for current face
#faceUV = current_mesh.uv_textures.active.data[0]#UVs for current face
#print(face_index,"<[FACE NUMBER")
uv_layer = current_mesh.uv_textures.active
faceUV = uv_layer.data[face_index]
#print("============================")
#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 = current_face.vertices[i]
vert = current_mesh.vertices[vert_index]
uv = []
#assumes 3 UVs Per face (for now).
if (has_UV):
if len(faceUV.uv) != 3:
print ("WARNING: Current face is missing UV coordinates - writing 0,0...")
print ("WARNING: Face has more than 3 UVs - writing 0,0...")
uv = [0.0, 0.0]
else:
#uv.append(faceUV.uv[i][0])
#uv.append(faceUV.uv[i][1])
uv = [faceUV.uv[i][0],faceUV.uv[i][1]] #OR bottom works better # 24 for cube
#uv = list(faceUV.uv[i]) #30 just cube
else:
#print ("No UVs?")
uv = [0.0, 0.0]
#print("UV >",uv)
#uv = [0.0, 0.0] #over ride uv that is not fixed
#print(uv)
#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]
#deal with the min and max value
#if value is over the set limit it will null the uv texture
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 = vert.co * current_obj.matrix_local
# Create the point
p = VPoint()
p.Point.X = vpos.x
p.Point.Y = vpos.y
p.Point.Z = vpos.z
# Create the wedge
w = VVertex()
w.MatIndex = object_material_index
w.PointIndex = points.get(p) # get index from map
#Set UV TEXTURE
w.U = uv[0]
w.V = uv[1]
index_wedge = wedges.get(w)
wedge_list.append(index_wedge)
#print results
#print 'result PointIndex=%i, U=%f, V=%f, wedge_index=%i' % (
# w.PointIndex,
# w.U,
# w.V,
# wedge_index)
# Determine face vertex order
# get normal from blender
no = current_face.normal
# TODO: convert to Blender.Mathutils
# 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)
# print results
#print 'face norm: (%f,%f,%f), tnorm=(%f,%f,%f), dot=%f' % (
# norm.X, norm.Y, norm.Z,
# tnorm.X, tnorm.Y, tnorm.Z,
# dot)
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 = current_face.vertices[0];
dindex1 = current_face.vertices[1];
dindex2 = current_face.vertices[2];
current_mesh.vertices[dindex0].select = True
current_mesh.vertices[dindex1].select = True
current_mesh.vertices[dindex2].select = True
raise RuntimeError("normal vector coplanar with face! points:", current_mesh.vertices[dindex0].co, current_mesh.vertices[dindex1].co, current_mesh.vertices[dindex2].co)
#print(dir(current_face))
current_face.select = True
#print((current_face.use_smooth))
#not sure if this right
#tri.SmoothingGroups
if current_face.use_smooth == True:
tri.SmoothingGroups = 1
else:
tri.SmoothingGroups = 0
tri.MatIndex = object_material_index
#print(tri)
psk_file.AddFace(tri)
else:
discarded_face_count = discarded_face_count + 1
print (" -- Dumping Mesh Points -- LEN:",len(points.dict))
for point in points.items():
psk_file.AddPoint(point)
if len(points.dict) > 32767:
raise RuntimeError("Vertex point reach max limited 32767 in pack data. Your",len(points.dict))
print (" -- Dumping Mesh Wedge -- LEN:",len(wedges.dict))
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for wedge in wedges.items():
psk_file.AddWedge(wedge)
#RG - if we happend upon any non-planar faces above that we've discarded,
# just let the user know we discarded them here in case they want
# to investigate
if discarded_face_count > 0:
print ("INFO: Discarded %i non-planar faces." % (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
#vertex group.
for bonegroup in bonedata:
#print("bone gourp build:",bonegroup.bone)
vert_list = []
for current_vert in current_mesh.vertices:
#print("INDEX V:",current_vert.index)
vert_index = current_vert.index
for vgroup in current_vert.groups:#vertex groupd id
vert_weight = vgroup.weight
if(bonegroup.index == vgroup.group):
p = VPoint()
vpos = current_vert.co * current_obj.matrix_local
p.Point.X = vpos.x
p.Point.Y = vpos.y
p.Point.Z = vpos.z
#print(current_vert.co)
point_index = points.get(p) #point index
v_item = (point_index, vert_weight)
vert_list.append(v_item)
#bone name, [point id and wieght]
#print("Add Vertex Group:",bonegroup.bone, " No. Points:",len(vert_list))
psk_file.VertexGroups[bonegroup.bone] = vert_list
#unrealtriangulatebool #this will remove the mesh from the scene
if (bpy.context.scene.unrealtriangulatebool == True):
print("Remove tmp Mesh [ " ,current_obj.name, " ] from scene >" ,(bpy.context.scene.unrealtriangulatebool ))
bpy.ops.object.mode_set(mode='OBJECT') # set it in object
bpy.context.scene.objects.unlink(current_obj)
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def make_fquat(bquat):
quat = FQuat()
#flip handedness for UT = set x,y,z to negative (rotate in other direction)
quat.X = -bquat.x
quat.Y = -bquat.y
quat.Z = -bquat.z
quat.W = bquat.w
return quat
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def make_fquat_default(bquat):
quat.X = bquat.x
quat.Y = bquat.y
quat.Z = bquat.z
quat.W = bquat.w
return quat
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# =================================================================================================
# TODO: remove this 1am hack
nbone = 0
def parse_bone(blender_bone, psk_file, psa_file, parent_id, is_root_bone, parent_matrix, parent_root):
global nbone # look it's evil!
#print '-------------------- Dumping Bone ---------------------- '
#If bone does not have parent that mean it the root bone
if blender_bone.parent is None:
parent_root = blender_bone
child_count = len(blender_bone.children)
#child of parent
child_parent = blender_bone.parent
if child_parent != None:
print ("--Bone Name:",blender_bone.name ," parent:" , blender_bone.parent.name, "ID:", nbone)
else:
print ("--Bone Name:",blender_bone.name ," parent: None" , "ID:", nbone)
if child_parent != None:
quat_root = blender_bone.matrix
quat = make_fquat(quat_root.to_quaternion())
#print("DIR:",dir(child_parent.matrix.to_quaternion()))
quat_parent = child_parent.matrix.to_quaternion().inverted()
parent_head = child_parent.head * quat_parent
parent_tail = child_parent.tail * quat_parent
set_position = (parent_tail - parent_head) + blender_bone.head
else:
# ROOT BONE
#This for root
set_position = blender_bone.head * parent_matrix #ARMATURE OBJECT Locction
rot_mat = blender_bone.matrix * parent_matrix.to_3x3() #ARMATURE OBJECT Rotation
quat = make_fquat_default(rot_mat.to_quaternion())
#print ("[[======= FINAL POSITION:", set_position)
final_parent_id = parent_id
#RG/RE -
#if we are not seperated by a small distance, create a dummy bone for the displacement
#this is only needed for root bones, since UT assumes a connected skeleton, and from here
#down the chain we just use "tail" as an endpoint
#if(head.length > 0.001 and is_root_bone == 1):
if(0):
pb = make_vbone("dummy_" + blender_bone.name, parent_id, 1, FQuat(), tail)