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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 Unreal Engine Format(.psk/.psa)",
"author": "Darknet/Optimus_P-Fat/Active_Trash/Sinsoft/VendorX",
"location": "File > Export > Skeletal Mesh/Animation Data (.psk/.psa)",
"description": "Export Skeleletal Mesh/Animation Data",
"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
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import operator
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# 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
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# ======================================================================
# TODO: remove this 1am hack
nbone = 0
bDeleteMergeMesh = False
exportmessage = "Export Finish"
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########################################################################
# 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', str.encode(self.Name), str.encode(self.Group), self.TotalBones, self.RootInclude, self.KeyCompressionStyle, self.KeyQuotum, self.KeyPrediction, self.TrackTime, self.AnimRate, self.StartBone, self.FirstRawFrame, self.NumRawFrames)
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class VChunkHeader:
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', str.encode(self.MaterialName), self.TextureIndex, self.PolyFlags, self.AuxMaterial, self.AuxFlags, self.LodBias, self.LodStyle)
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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', str.encode(self.Name), self.Flags, self.NumChildren, self.ParentIndex) + self.BonePos.dump()
#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', str.encode(self.Name), self.Flags, self.NumChildren, self.ParentIndex) + self.BonePos.dump()
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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()
# modified by VendorX
m.MaterialName = MaterialName[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
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