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io_export_unreal_psk_psa.py 97.9 KiB
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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 *****
bl_info = {
    "name": "Export Unreal Engine Format(.psk/.psa)",
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    "author": "Darknet/Optimus_P-Fat/Active_Trash/Sinsoft/VendorX",
    "blender": (2, 5, 7),
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    "location": "File > Export > Skeletal Mesh/Animation Data (.psk/.psa)",
    "description": "Export Skeleletal Mesh/Animation Data",
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    "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?"\
        "func=detail&aid=21366",
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    "category": "Import-Export"}
-- 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
import random
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from struct import pack

# 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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MaterialName = []
# ======================================================================
# TODO: remove this 1am hack
nbone = 0
bDeleteMergeMesh = False
exportmessage = "Export Finish" 

########################################################################
# Generic Object->Integer mapping
# the object must be usable as a dictionary key
class ObjMap:
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    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))

########################################################################
# 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:
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    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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    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)
                
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