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bpy.context.scene.unrealignoreactionmatchcount = True
else:
bpy.context.scene.unrealignoreactionmatchcount = False
if(self.limituvbool):
bpy.types.Scene.limituv = True
else:
bpy.types.Scene.limituv = False
write_data(self.filepath, context)
self.report({'WARNING', 'INFO'}, exportmessage)
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
wm.fileselect_add(self)
return {'RUNNING_MODAL'}
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class VIEW3D_PT_unrealtools_objectmode(bpy.types.Panel):
bl_space_type = "VIEW_3D"
bl_region_type = "TOOLS"
bl_label = "Unreal Tools"
@classmethod
def poll(cls, context):
return context.active_object
def draw(self, context):
layout = self.layout
rd = context.scene
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layout.prop(rd, "unrealexport_settings",expand=True)
layout.prop(rd, "UEActionSetSettings")
layout.prop(rd, "unrealignoreactionmatchcount")
#FPS #it use the real data from your scene
layout.prop(rd.render, "fps")
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layout.operator(OBJECT_OT_UnrealExport.bl_idname)
ArmatureSelect = None
for obj in bpy.data.objects:
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if obj.type == 'ARMATURE' and obj.select == True:
#print("Armature Name:",obj.name)
ArmatureSelect = obj
break
#display armature actions list
if ArmatureSelect != None and rd.unrealdisplayactionsets == True:
layout.label(("Selected: "+ArmatureSelect.name))
row = layout.row()
row.template_list(obj, "myCollectionUEA", obj, "myCollectionUEA_index") # This show list for the collection
col = row.column(align=True)
col.operator("collection.add_remove_ueactions", icon="ZOOMIN", text="").set = "add" # This show a plus sign button
col.operator("collection.add_remove_ueactions", icon="ZOOMOUT", text="").set = "remove" # This show a minus sign button
col.operator("collection.add_remove_ueactions", icon="FILE_REFRESH", text="").set = "refresh" # This show a refresh sign button
##change name of Entry:
if obj.myCollectionUEA:
entry = obj.myCollectionUEA[obj.myCollectionUEA_index]
layout.prop(entry, "name")
layout.prop(entry, "mybool")
layout.operator(OBJECT_OT_UTSelectedFaceSmooth.bl_idname)
layout.operator(OBJECT_OT_UTRebuildArmature.bl_idname)
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layout.operator(OBJECT_OT_UTRebuildMesh.bl_idname)
layout.operator(OBJECT_OT_ToggleConsle.bl_idname)
layout.operator(OBJECT_OT_DeleteActionSet.bl_idname)
layout.operator(OBJECT_OT_MeshClearWeights.bl_idname)
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class OBJECT_OT_UnrealExport(bpy.types.Operator):
bl_idname = "export_mesh.udk" # XXX, name???
__doc__ = """Select export setting for .psk/.psa or both."""
def invoke(self, context, event):
print("Init Export Script:")
if(int(bpy.context.scene.unrealexport_settings) == 0):
bpy.context.scene.unrealexportpsk = True
bpy.context.scene.unrealexportpsa = False
print("Exporting PSK...")
if(int(bpy.context.scene.unrealexport_settings) == 1):
bpy.context.scene.unrealexportpsk = False
bpy.context.scene.unrealexportpsa = True
print("Exporting PSA...")
if(int(bpy.context.scene.unrealexport_settings) == 2):
bpy.context.scene.unrealexportpsk = True
bpy.context.scene.unrealexportpsa = True
print("Exporting ALL...")
default_path = os.path.splitext(bpy.data.filepath)[0] + ".psk"
fs_callback(default_path, bpy.context)
#self.report({'WARNING', 'INFO'}, exportmessage)
self.report({'INFO'}, exportmessage)
class OBJECT_OT_ToggleConsle(bpy.types.Operator):
global exportmessage
bl_idname = "object.toggleconsle" # XXX, name???
bl_label = "Toggle Console"
__doc__ = "Show or Hide Console."
def invoke(self, context, event):
bpy.ops.wm.console_toggle()
return{'FINISHED'}
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."""
print("----------------------------------------")
print("Init Select Face(s):")
bselected = False
for obj in bpy.data.objects:
if obj.type == 'MESH' and obj.select == True:
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smoothcount = 0
flatcount = 0
bpy.ops.object.mode_set(mode='OBJECT')#it need to go into object mode to able to select the faces
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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
for face in obj.data.faces:
if face.use_smooth == True:
face.select = True
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smoothcount += 1
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flatcount += 1
face.select = False
#print("selected:",face.select)
#print(("smooth:",face.use_smooth))
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bpy.context.scene.update()
print("Select Smooth Count(s):",smoothcount," Flat Count(s):",flatcount)
bselected = True
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("----------------------------------------")
class OBJECT_OT_DeleteActionSet(bpy.types.Operator):
bl_idname = "object.deleteactionset" # XXX, name???
bl_label = "Delete Action Set"
__doc__ = """It will remove the first top of the index of the action list. Reload file to remove it. It used for unable to delete action set. """
def invoke(self, context, event):
if len(bpy.data.actions) > 0:
for action in bpy.data.actions:
print("Action:",action.name)
action.user_clear()
break
#bpy.data.actions.remove(act)
print("finish")
return{'FINISHED'}
class OBJECT_OT_MeshClearWeights(bpy.types.Operator):
bl_idname = "object.meshclearweights" # XXX, name???
bl_label = "Mesh Clear Weights"
__doc__ = """Clear selected mesh vertex group weights for the bones. Be sure you unparent the armature."""
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)
break
return{'FINISHED'}
class OBJECT_OT_UTRebuildArmature(bpy.types.Operator):
bl_idname = "object.utrebuildarmature" # XXX, name???
bl_label = "Rebuild Armature"
__doc__ = """If mesh is deform when importing to unreal engine try this. It rebuild the bones one at the time by select one armature object scrape to raw setup build. Note the scale will be 1:1 for object mode. To keep from deforming."""
def invoke(self, context, event):
print("----------------------------------------")
print("Init Rebuild Armature...")
bselected = False
for obj in bpy.data.objects:
if obj.type == 'ARMATURE' and obj.select == True:
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currentbone = [] #select armature for roll copy
print("Armature Name:",obj.name)
objectname = "ArmatureDataPSK"
meshname ="ArmatureObjectPSK"
armdata = bpy.data.armatures.new(objectname)
ob_new = bpy.data.objects.new(meshname, armdata)
bpy.context.scene.objects.link(ob_new)
for i in bpy.context.scene.objects: i.select = False #deselect all objects
ob_new.select = True
bpy.context.scene.objects.active = obj
bpy.ops.object.mode_set(mode='EDIT')
for bone in obj.data.edit_bones:
if bone.parent != None:
currentbone.append([bone.name,bone.roll])
else:
currentbone.append([bone.name,bone.roll])
bpy.ops.object.mode_set(mode='OBJECT')
for i in bpy.context.scene.objects: i.select = False #deselect all objects
bpy.context.scene.objects.active = ob_new
bpy.ops.object.mode_set(mode='EDIT')
for bone in obj.data.bones:
bpy.ops.object.mode_set(mode='EDIT')
newbone = ob_new.data.edit_bones.new(bone.name)
newbone.head = bone.head_local
newbone.tail = bone.tail_local
for bonelist in currentbone:
if bone.name == bonelist[0]:
newbone.roll = bonelist[1]
break
if bone.parent != None:
parentbone = ob_new.data.edit_bones[bone.parent.name]
newbone.parent = parentbone
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print("Bone Count:",len(obj.data.bones))
print("Hold Bone Count",len(currentbone))
print("New Bone Count",len(ob_new.data.edit_bones))
bpy.context.scene.update()
bselected = True
if bselected:
self.report({'INFO'}, "Rebuild Armature Finish!")
else:
self.report({'INFO'}, "Didn't Select Armature Object!")
print("End of Rebuild Armature.")
print("----------------------------------------")
return{'FINISHED'}
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# rounded the vert locations to save a bit of blurb.. change the round value or remove for accuracy i suppose
def rounded_tuple(tup):
return tuple(round(value,4) for value in tup)
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."""
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def invoke(self, context, event):
print("----------------------------------------")
print("Init Mesh Bebuild...")
bselected = False
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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))
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mesh = obj.data
faces = []
verts = []
smoothings = []
#print(dir(mesh))
print("creating array build mesh...")
uv_layer = mesh.uv_textures.active
for face in mesh.faces:
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]
#print(len(faceUV.uv))
uvs = []
for uv in faceUV.uv:
#vert = mesh.vertices[videx]
#print("UV:",uv[0],":",uv[1])
uvs.append((uv[0],uv[1]))
#print(uvs)
uvfaces.append(uvs)
#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:
#print(dir(vgroup))
#print("name:",(vgroup.name),"index:",vgroup.index)
#vertex in index and weight
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
'''
#Fail for this method
#can't covert the tri face plogyon
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for face in mesh.faces:
x = [f for f in face.vertices]
faces.extend(x)
smoothings.append(face.use_smooth)
for vertex in mesh.vertices:
verts.append(vertex.co.to_tuple())
me_ob.vertices.add(len(verts))
me_ob.faces.add(len(faces)//4)
me_ob.vertices.foreach_set("co", unpack_list(verts))
me_ob.faces.foreach_set("vertices_raw", faces)
me_ob.faces.foreach_set("use_smooth", smoothings)
'''
#test dummy mesh
#verts = [(-1,1,0),(1,1,0),(1,-1,0),(-1,-1,0),(0,1,1),(0,-1,1)]
#faces = [(0,1,2,3),(1,2,5,4),(0,3,5,4),(0,1,4),(2,3,5)]
#for f in faces:
#print("face",f)
#for v in verts:
#print("vertex",v)
#me_ob = bpy.data.objects.new("ReBuildMesh",me_ob)
print("creating mesh object...")
me_ob.from_pydata(verts, [], faces)
me_ob.faces.foreach_set("use_smooth", smoothings)#smooth array from face
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me_ob.update()
#check if there is uv faces
if len(uvfaces) > 0:
uvtex = me_ob.uv_textures.new(name="retex")
for i, face in enumerate(me_ob.faces):
blender_tface = uvtex.data[i] #face
mfaceuv = uvfaces[i]
if len(mfaceuv) == 3:
blender_tface.uv1 = mfaceuv[0];
blender_tface.uv2 = mfaceuv[1];
blender_tface.uv3 = mfaceuv[2];
if len(mfaceuv) == 4:
blender_tface.uv1 = mfaceuv[0];
blender_tface.uv2 = mfaceuv[1];
blender_tface.uv3 = mfaceuv[2];
blender_tface.uv4 = mfaceuv[3];
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obmesh = bpy.data.objects.new(("Re_"+obj.name),me_ob)
bpy.context.scene.update()
#Build tmp materials
materialname = "ReMaterial"
for matcount in mesh.materials:
matdata = bpy.data.materials.new(materialname)
me_ob.materials.append(matdata)
#assign face to material id
for face in mesh.faces:
#print(dir(face))
me_ob.faces[face.index].material_index = face.material_index
#vertices weight groups
for vgroup in vertGroups:
#print("vgroup",vgroup)#name of group
#print(dir(vgroup))
#print(vertGroups[vgroup])
group = obmesh.vertex_groups.new(vgroup)
#print("group index",group.index)
for v in vertGroups[vgroup]:
group.add([v[0]], v[1], 'ADD')# group.add(array[vertex id],weight,add)
#print("[vertex id, weight]",v) #array (0,0)
#print("[vertex id, weight]",v[0],":",v[1]) #array (0,0)
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bpy.context.scene.objects.link(obmesh)
print("Mesh Material Count:",len(me_ob.materials))
matcount = 0
print("MATERIAL ID OREDER:")
for mat in me_ob.materials:
print("-Material:",mat.name,"INDEX:",matcount)
matcount += 1
print("")
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print("Object Name:",obmesh.name)
bpy.context.scene.update()
#bpy.ops.wm.console_toggle()
bselected = True
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break
if bselected:
self.report({'INFO'}, "Rebuild Mesh Finish!")
print("Finish Mesh Build...")
else:
self.report({'INFO'}, "Didn't Select Mesh Object!")
print("Didn't Select Mesh Object!")
print("----------------------------------------")
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return{'FINISHED'}
def menu_func(self, context):
#bpy.context.scene.unrealexportpsk = True
#bpy.context.scene.unrealexportpsa = True
default_path = os.path.splitext(bpy.data.filepath)[0] + ".psk"
self.layout.operator(ExportUDKAnimData.bl_idname, text="Skeleton Mesh / Animation Data (.psk/.psa)").filepath = default_path
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def register():
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bpy.utils.register_module(__name__)
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def unregister():
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bpy.utils.unregister_module(__name__)
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if __name__ == "__main__":