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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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"author": "Darknet/Optimus_P-Fat/Active_Trash/Sinsoft/VendorX",
"blender": (2, 5, 7),
"api": 35622,
"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
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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
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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
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#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!")
if bDeleteMergeMesh == True:
print("Remove Merge tmp Mesh [ " ,object.name, " ] from scene!" )
bpy.ops.object.mode_set(mode='OBJECT') # set it in object
bpy.context.scene.objects.unlink(object)
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
#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')
current_obj = triangulateNMesh(current_obj)
#print(dir(current_obj))
print("Mesh Name:",current_obj.name)
current_mesh = current_obj.data
#collect a list of the material names
if len(current_obj.material_slots) > 0:
counter = 0
while counter < len(current_obj.material_slots):
MaterialName.append(current_obj.material_slots[counter].name)
print("Material Name:",current_obj.material_slots[counter].name)
#create the current material
psk_file.GetMatByIndex(counter)
#print("materials: ",MaterialName[counter])
counter += 1
# 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
# modified by VendorX
object_material_index = current_face.material_index
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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) and (bDeleteMergeMesh == True):
#if bDeleteMergeMesh == True:
# print("Removing merge mesh.")
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)
el
'''
if bDeleteMergeMesh == True:
print("Remove Merge 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)
elif bpy.context.scene.unrealtriangulatebool == True:
print("Remove tri 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)
#if bDeleteMergeMesh == True:
#print("Remove merge Mesh [ " ,current_obj.name, " ] from scene")
#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 -
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#if we are not separated by a small distance, create a dummy bone for the displacement
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#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)
psk_file.AddBone(pb)
pbb = make_namedbonebinary("dummy_" + blender_bone.name, parent_id, 1, FQuat(), tail, 0)
psa_file.StoreBone(pbb)
final_parent_id = nbone
nbone = nbone + 1
#tail = tail-head
my_id = nbone
pb = make_vbone(blender_bone.name, final_parent_id, child_count, quat, set_position)
psk_file.AddBone(pb)
pbb = make_namedbonebinary(blender_bone.name, final_parent_id, child_count, quat, set_position, 1)
psa_file.StoreBone(pbb)
nbone = nbone + 1
#RG - dump influences for this bone - use the data we collected in the mesh dump phase
# to map our bones to vertex groups
#print("///////////////////////")
#print("set influence")
if blender_bone.name in psk_file.VertexGroups:
vertex_list = psk_file.VertexGroups[blender_bone.name]
#print("vertex list:", len(vertex_list), " of >" ,blender_bone.name )
for vertex_data in vertex_list:
#print("set influence vettex")
point_index = vertex_data[0]
vertex_weight = vertex_data[1]
influence = VRawBoneInfluence()
influence.Weight = vertex_weight
influence.BoneIndex = my_id
influence.PointIndex = point_index
#print ('Adding Bone Influence for [%s] = Point Index=%i, Weight=%f' % (blender_bone.name, point_index, vertex_weight))
#print("adding influence")
psk_file.AddInfluence(influence)
#blender_bone.matrix_local
#recursively dump child bones
mainparent = parent_matrix
#if len(blender_bone.children) > 0:
for current_child_bone in blender_bone.children:
parse_bone(current_child_bone, psk_file, psa_file, my_id, 0, mainparent, parent_root)
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def parse_armature(blender_armature, psk_file, psa_file):
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print ("----- parsing armature -----")
print ('blender_armature length: %i' % (len(blender_armature)))
#magic 0 sized root bone for UT - this is where all armature dummy bones will attach
#dont increment nbone here because we initialize it to 1 (hackity hackity hack)
#count top level bones first. NOT EFFICIENT.
child_count = 0
for current_obj in blender_armature:
current_armature = current_obj.data
bones = [x for x in current_armature.bones if not x.parent is None]
child_count += len(bones)
for current_obj in blender_armature:
print ("Current Armature Name: " + current_obj.name)
current_armature = current_obj.data
#armature_id = make_armature_bone(current_obj, psk_file, psa_file)
#we dont want children here - only the top level bones of the armature itself
#we will recursively dump the child bones as we dump these bones
"""
bones = [x for x in current_armature.bones if not x.parent is None]
#will ingore this part of the ocde
"""
if len(current_armature.bones) == 0:
raise RuntimeError("Warning add two bones else it will crash the unreal editor.")
if len(current_armature.bones) == 1:
raise RuntimeError("Warning add one more bone else it will crash the unreal editor.")
mainbonecount = 0;
for current_bone in current_armature.bones: #list the bone. #note this will list all the bones.
if(current_bone.parent is None):
mainbonecount += 1
print("Main Bone",mainbonecount)
if mainbonecount > 1:
#print("Warning there no main bone.")
raise RuntimeError("There too many Main bones. Number main bones:",mainbonecount)
for current_bone in current_armature.bones: #list the bone. #note this will list all the bones.
if(current_bone.parent is None):
parse_bone(current_bone, psk_file, psa_file, 0, 0, current_obj.matrix_local, None)
break
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def get_blender_objects(objects, intype):
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#strips current extension (if any) from filename and replaces it with extension passed in
def make_filename_ext(filename, extension):
new_filename = ''
extension_index = filename.find('.')
if extension_index == -1:
new_filename = filename + extension
else:
new_filename = filename[0:extension_index] + extension
return new_filename
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# returns the quaternion Grassman product a*b
# this is the same as the rotation a(b(x))
# (ie. the same as B*A if A and B are matrices representing
# the rotations described by quaternions a and b)
return mathutils.Quaternion(
a.w*b.w - a.x*b.x - a.y*b.y - a.z*b.z,
a.w*b.x + a.x*b.w + a.y*b.z - a.z*b.y,
a.w*b.y - a.x*b.z + a.y*b.w + a.z*b.x,
a.w*b.z + a.x*b.y - a.y*b.x + a.z*b.w)
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def parse_animation(blender_scene, blender_armatures, psa_file):
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#to do list:
#need to list the action sets
#need to check if there animation
#need to check if animation is has one frame then exit it
print ('\n----- parsing animation -----')
render_data = blender_scene.render
bHaveAction = True
anim_rate = render_data.fps
print("==== Blender Settings ====")
print ('Scene: %s Start Frame: %i, End Frame: %i' % (blender_scene.name, blender_scene.frame_start, blender_scene.frame_end))
print ('Frames Per Sec: %i' % anim_rate)
print ("Default FPS: 24" )
cur_frame_index = 0
if bpy.context.scene.unrealactionexportall :#if exporting all actions is ture then go do some work.
print("Exporting all action:",bpy.context.scene.unrealactionexportall)
print("[==== Action list Start====]")
print("Number of Action set(s):",len(bpy.data.actions))
for action in bpy.data.actions:#current number action sets
print("========>>>>>")
print("Action Name:",action.name)
#print("Groups:")
#for bone in action.groups:
#print("> Name: ",bone.name)
#print(dir(bone))
print("[==== Action list End ====]")
amatureobject = None #this is the armature set to none
bonenames = [] #bone name of the armature bones list
for arm in blender_armatures:
amatureobject = arm
print("\n[==== Armature Object ====]")
if amatureobject != None:
print("Name:",amatureobject.name)
print("Number of bones:", len(amatureobject.pose.bones))
for bone in amatureobject.pose.bones:
bonenames.append(bone.name)
print("[=========================]")
for ActionNLA in bpy.data.actions:
print("\n==== Action Set ====")
nobone = 0
baction = True
#print("\nChecking actions matching groups with bone names...")
#Check if the bone names matches the action groups names
for group in ActionNLA.groups:
for abone in bonenames:
#print("name:>>",abone)
if abone == group.name:
nobone += 1
break
#if action groups matches the bones length and names matching the gourps do something
if (len(ActionNLA.groups) == len(bonenames)) and (nobone == len(ActionNLA.groups)):
print("Action Set match: Pass")
baction = True
else:
print("Action Set match: Fail")
print("Action Name:",ActionNLA.name)
baction = False
if baction == True:
arm = amatureobject #set armature object
if not arm.animation_data:
print("======================================")
print("Check Animation Data: None")
print("Armature has no animation, skipping...")
print("======================================")
break
if not arm.animation_data.action:
print("======================================")
print("Check Action: None")
print("Armature has no animation, skipping...")
print("======================================")
break
arm.animation_data.action = ActionNLA
act = arm.animation_data.action
action_name = act.name
if not len(act.fcurves):
print("//===========================================================")
print("// None bone pose set keys for this action set... skipping...")
print("//===========================================================")
bHaveAction = False
#this deal with action export control
if bHaveAction == True:
print("Action Name:",action_name)
#look for min and max frame that current set keys
framemin, framemax = act.frame_range
#print("max frame:",framemax)
start_frame = int(framemin)
end_frame = int(framemax)
scene_frames = range(start_frame, end_frame+1)
frame_count = len(scene_frames)
#===================================================
anim = AnimInfoBinary()
anim.Name = action_name
anim.Group = "" #what is group?
anim.NumRawFrames = frame_count
anim.AnimRate = anim_rate
anim.FirstRawFrame = cur_frame_index
#===================================================
count_previous_keys = len(psa_file.RawKeys.Data)
print("Frame Key Set Count:",frame_count, "Total Frame:",frame_count)
#print("init action bones...")
unique_bone_indexes = {}
# bone lookup table
bones_lookup = {}
#build bone node for animation keys needed to be set
for bone in arm.data.bones:
bones_lookup[bone.name] = bone
#print("bone name:",bone.name)
frame_count = len(scene_frames)
#print ('Frame Count: %i' % frame_count)
pose_data = arm.pose
#these must be ordered in the order the bones will show up in the PSA file!
ordered_bones = {}
ordered_bones = sorted([(psa_file.UseBone(x.name), x) for x in pose_data.bones], key=operator.itemgetter(0))
#############################
# ORDERED FRAME, BONE
#for frame in scene_frames:
for i in range(frame_count):
frame = scene_frames[i]
#LOUD
#print ("==== outputting frame %i ===" % frame)
if frame_count > i+1:
next_frame = scene_frames[i+1]
#print "This Frame: %i, Next Frame: %i" % (frame, next_frame)
else:
next_frame = -1
#print "This Frame: %i, Next Frame: NONE" % frame
#frame start from 1 as number one from blender
blender_scene.frame_set(frame)
cur_frame_index = cur_frame_index + 1
for bone_data in ordered_bones:
bone_index = bone_data[0]
pose_bone = bone_data[1]
#print("[=====POSE NAME:",pose_bone.name)
#print("LENG >>.",len(bones_lookup))
blender_bone = bones_lookup[pose_bone.name]
#just need the total unique bones used, later for this AnimInfoBinary
unique_bone_indexes[bone_index] = bone_index
#LOUD
#print ("-------------------", pose_bone.name)
head = pose_bone.head
posebonemat = mathutils.Matrix(pose_bone.matrix)
parent_pose = pose_bone.parent
if parent_pose != None:
parentposemat = mathutils.Matrix(parent_pose.matrix)
#blender 2.4X it been flip around with new 2.50 (mat1 * mat2) should now be (mat2 * mat1)
posebonemat = parentposemat.invert() * posebonemat
head = posebonemat.to_translation()
quat = posebonemat.to_quaternion().normalize()
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vkey = VQuatAnimKey()
vkey.Position.X = head.x
vkey.Position.Y = head.y
vkey.Position.Z = head.z
if parent_pose != None:
quat = make_fquat(quat)
else:
quat = make_fquat_default(quat)
vkey.Orientation = quat
#print("Head:",head)
#print("Orientation",quat)
#time from now till next frame = diff / framesPerSec
if next_frame >= 0:
diff = next_frame - frame
else:
diff = 1.0
#print ("Diff = ", diff)
vkey.Time = float(diff)/float(anim_rate)
psa_file.AddRawKey(vkey)
#done looping frames
#done looping armatures
#continue adding animInfoBinary counts here
anim.TotalBones = len(unique_bone_indexes)
print("Bones Count:",anim.TotalBones)
anim.TrackTime = float(frame_count) / anim.AnimRate
print("Time Track Frame:",anim.TrackTime)
psa_file.AddAnimation(anim)
print("==== Finish Action Build(s) ====")
else:
print("Exporting one action:",bpy.context.scene.unrealactionexportall)
#list of armature objects
for arm in blender_armatures:
#check if there animation data from armature or something
if not arm.animation_data:
print("======================================")
print("Check Animation Data: None")
print("Armature has no animation, skipping...")
print("======================================")
break
if not arm.animation_data.action:
print("======================================")
print("Check Action: None")
print("Armature has no animation, skipping...")
print("======================================")
break
act = arm.animation_data.action
#print(dir(act))
action_name = act.name
if not len(act.fcurves):
print("//===========================================================")
print("// None bone pose set keys for this action set... skipping...")
print("//===========================================================")
bHaveAction = False
#this deal with action export control
if bHaveAction == True:
print("")
print("==== Action Set ====")
print("Action Name:",action_name)
#look for min and max frame that current set keys
framemin, framemax = act.frame_range
#print("max frame:",framemax)
start_frame = int(framemin)
end_frame = int(framemax)
scene_frames = range(start_frame, end_frame+1)
frame_count = len(scene_frames)
#===================================================
anim = AnimInfoBinary()
anim.Name = action_name
anim.Group = "" #what is group?
anim.NumRawFrames = frame_count
anim.AnimRate = anim_rate
anim.FirstRawFrame = cur_frame_index
#===================================================
count_previous_keys = len(psa_file.RawKeys.Data)
print("Frame Key Set Count:",frame_count, "Total Frame:",frame_count)
#print("init action bones...")
unique_bone_indexes = {}
# bone lookup table
bones_lookup = {}
#build bone node for animation keys needed to be set
for bone in arm.data.bones:
bones_lookup[bone.name] = bone
#print("bone name:",bone.name)
frame_count = len(scene_frames)
#print ('Frame Count: %i' % frame_count)
pose_data = arm.pose
#these must be ordered in the order the bones will show up in the PSA file!
ordered_bones = {}
ordered_bones = sorted([(psa_file.UseBone(x.name), x) for x in pose_data.bones], key=operator.itemgetter(0))
#############################
# ORDERED FRAME, BONE
#for frame in scene_frames:
for i in range(frame_count):
frame = scene_frames[i]
#LOUD
#print ("==== outputting frame %i ===" % frame)
if frame_count > i+1:
next_frame = scene_frames[i+1]
#print "This Frame: %i, Next Frame: %i" % (frame, next_frame)
else:
next_frame = -1
#print "This Frame: %i, Next Frame: NONE" % frame
#frame start from 1 as number one from blender
blender_scene.frame_set(frame)
cur_frame_index = cur_frame_index + 1
for bone_data in ordered_bones:
bone_index = bone_data[0]
pose_bone = bone_data[1]
#print("[=====POSE NAME:",pose_bone.name)
#print("LENG >>.",len(bones_lookup))
blender_bone = bones_lookup[pose_bone.name]
#just need the total unique bones used, later for this AnimInfoBinary
unique_bone_indexes[bone_index] = bone_index
#LOUD
#print ("-------------------", pose_bone.name)
head = pose_bone.head
posebonemat = mathutils.Matrix(pose_bone.matrix)
parent_pose = pose_bone.parent
if parent_pose != None:
parentposemat = mathutils.Matrix(parent_pose.matrix)
#blender 2.4X it been flip around with new 2.50 (mat1 * mat2) should now be (mat2 * mat1)
posebonemat = parentposemat.inverted() * posebonemat
#print("parentposemat ::::",parentposemat)
#print("parentposemat ::::",dir(posebonemat.to_quaternion()))
head = posebonemat.to_translation()
quat = posebonemat.to_quaternion().normalized()
#print("position :",posebonemat.to_translation(),"quat",posebonemat.to_quaternion().normalized())
#print("posebonemat",posebonemat)
vkey = VQuatAnimKey()
vkey.Position.X = head.x
vkey.Position.Y = head.y
vkey.Position.Z = head.z
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if parent_pose != None:
quat = make_fquat(quat)
else:
quat = make_fquat_default(quat)
vkey.Orientation = quat
#print("Head:",head)
#print("Orientation",quat)
#time from now till next frame = diff / framesPerSec
if next_frame >= 0:
diff = next_frame - frame
else:
diff = 1.0
#print ("Diff = ", diff)
vkey.Time = float(diff)/float(anim_rate)
psa_file.AddRawKey(vkey)
#done looping frames
#done looping armatures
#continue adding animInfoBinary counts here
anim.TotalBones = len(unique_bone_indexes)
print("Bones Count:",anim.TotalBones)
anim.TrackTime = float(frame_count) / anim.AnimRate
print("Time Track Frame:",anim.TrackTime)
psa_file.AddAnimation(anim)
print("==== Finish Action Build(s) ====")
exportmessage = "Export Finish"
def meshmerge(selectedobjects):
bpy.ops.object.mode_set(mode='OBJECT')
cloneobjects = []
if len(selectedobjects) > 1:
print("selectedobjects:",len(selectedobjects))
count = 0 #reset count
for count in range(len( selectedobjects)):
if selectedobjects[count] != None:
me_da = selectedobjects[count].data.copy() #copy data
me_ob = selectedobjects[count].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
print("Index:",count,"clone object",me_ob.name)
cloneobjects.append(me_ob)
#bpy.ops.object.mode_set(mode='OBJECT')
for i in bpy.data.objects: i.select = False #deselect all objects
count = 0 #reset count
#bpy.ops.object.mode_set(mode='OBJECT')
for count in range(len( cloneobjects)):
if count == 0:
bpy.context.scene.objects.active = cloneobjects[count]
print("Set Active Object:",cloneobjects[count].name)
cloneobjects[count].select = True
bpy.ops.object.join()
return cloneobjects[0]
def fs_callback(filename, context):
global bonedata, BBCount, nbone, exportmessage,bDeleteMergeMesh
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bonedata = []#clear array
BBCount = 0
nbone = 0
start_time = time.clock()
print ("========EXPORTING TO UNREAL SKELETAL MESH FORMATS========\r\n")
print("Blender Version:", bpy.app.version_string)
psk = PSKFile()
psa = PSAFile()
#sanity check - this should already have the extension, but just in case, we'll give it one if it doesn't
psk_filename = make_filename_ext(filename, '.psk')
#make the psa filename
psa_filename = make_filename_ext(filename, '.psa')
print ('PSK File: ' + psk_filename)
print ('PSA File: ' + psa_filename)
barmature = True
bmesh = True
blender_meshes = []
blender_armature = []
selectmesh = []
selectarmature = []
current_scene = context.scene
cur_frame = current_scene.frame_current #store current frame before we start walking them during animation parse
objects = current_scene.objects
print("Checking object count...")
for next_obj in objects:
if next_obj.type == 'MESH':
blender_meshes.append(next_obj)
if (next_obj.select):
#print("mesh object select")
selectmesh.append(next_obj)
if next_obj.type == 'ARMATURE':
blender_armature.append(next_obj)
if (next_obj.select):
#print("armature object select")
selectarmature.append(next_obj)
print("Mesh Count:",len(blender_meshes)," Armature Count:",len(blender_armature))
print("====================================")
print("Checking Mesh Condtion(s):")
if len(blender_meshes) == 1:
print(" - One Mesh Scene")
#if there more than one mesh and one mesh select add to array
elif (len(blender_meshes) > 1) and (len(selectmesh) == 1):
blender_meshes = []
blender_meshes.append(selectmesh[0])
elif (len(blender_meshes) > 1) and (len(selectmesh) >= 1):
#code build check for merge mesh before ops
print("More than one mesh is selected!")
centermesh = []
notcentermesh = []
countm = 0
for countm in range(len(selectmesh)):
#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])
if len(centermesh) > 0:
blender_meshes = []
selectmesh = []
countm = 0
for countm in range(len(centermesh)):
selectmesh.append(centermesh[countm])
for countm in range(len(notcentermesh)):
selectmesh.append(notcentermesh[countm])
blender_meshes.append(meshmerge(selectmesh))
bDeleteMergeMesh = True
else:
bDeleteMergeMesh = False
bmesh = False
else:
print(" - Too Many Meshes!")
print(" - Select One Mesh Object!")
bmesh = False
print("====================================")
print("Checking Armature Condtion(s):")
if len(blender_armature) == 1:
print(" - One Armature Scene")
elif (len(blender_armature) > 1) and (len(selectarmature) == 1):
print(" - One Armature [Select]")
else:
print(" - Too Armature Meshes!")
print(" - Select One Armature Object Only!")
barmature = False
if blender_meshes[0].scale.x == 1 and blender_meshes[0].scale.y == 1 and blender_meshes[0].scale.z == 1:
#print("Okay")
bMeshScale = True
else:
print("Error, Mesh Object not scale right should be (1,1,1).")
bMeshScale = False
if blender_meshes[0].location.x == 0 and blender_meshes[0].location.y == 0 and blender_meshes[0].location.z == 0:
#print("Okay")
bMeshCenter = True
else:
print("Error, Mesh Object not center.",blender_meshes[0].location)
bArmatureScale = True
bArmatureCenter = True
if blender_armature[0] !=None:
if blender_armature[0].scale.x == 1 and blender_armature[0].scale.y == 1 and blender_armature[0].scale.z == 1:
#print("Okay")
bArmatureScale = True
else:
print("Error, Armature Object not scale right should be (1,1,1).")
bArmatureScale = False
if blender_armature[0].location.x == 0 and blender_armature[0].location.y == 0 and blender_armature[0].location.z == 0:
#print("Okay")
bArmatureCenter = True
else:
print("Error, Armature Object not center.",blender_armature[0].location)
bArmatureCenter = False
#print("location:",blender_armature[0].location.x)
if (bmesh == False) or (barmature == False) or (bArmatureCenter == False) or (bArmatureScale == False)or (bMeshScale == False) or (bMeshCenter == False):
exportmessage = "Export Fail! Check Log."
print("=================================")
print("= Export Fail! =")
print("=================================")
else:
exportmessage = "Export Finish!"
#print("blender_armature:",dir(blender_armature[0]))
#print(blender_armature[0].scale)
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#need to build a temp bone index for mesh group vertex
BoneIndexArmature(blender_armature)
try:
#######################
# STEP 1: MESH DUMP
# we build the vertexes, wedges, and faces in here, as well as a vertexgroup lookup table
# for the armature parse
print("//===============================")
print("// STEP 1")
print("//===============================")
parse_meshes(blender_meshes, psk)
except:
context.scene.frame_set(cur_frame) #set frame back to original frame
print ("Exception during Mesh Parse")
raise
try:
#######################
# STEP 2: ARMATURE DUMP
# IMPORTANT: do this AFTER parsing meshes - we need to use the vertex group data from
# the mesh parse in here to generate bone influences
print("//===============================")
print("// STEP 2")
print("//===============================")
parse_armature(blender_armature, psk, psa)
except:
context.scene.frame_set(cur_frame) #set frame back to original frame
print ("Exception during Armature Parse")
raise
try:
#######################
# STEP 3: ANIMATION DUMP
# IMPORTANT: do AFTER parsing bones - we need to do bone lookups in here during animation frames
print("//===============================")
print("// STEP 3")
print("//===============================")
parse_animation(current_scene, blender_armature, psa)
except:
context.scene.frame_set(cur_frame) #set frame back to original frame
print ("Exception during Animation Parse")
raise
# reset current frame
context.scene.frame_set(cur_frame) #set frame back to original frame
##########################
# FILE WRITE
print("//===========================================")
print("// bExportPsk:",bpy.context.scene.unrealexportpsk," bExportPsa:",bpy.context.scene.unrealexportpsa)
print("//===========================================")
if bpy.context.scene.unrealexportpsk == True:
print("Writing Skeleton Mesh Data...")
#RG - dump psk file
psk.PrintOut()
file = open(psk_filename, "wb")
file.write(psk.dump())
file.close()
print ("Successfully Exported File: " + psk_filename)
if bpy.context.scene.unrealexportpsa == True:
print("Writing Animaiton Data...")
#RG - dump psa file
if not psa.IsEmpty():
psa.PrintOut()
file = open(psa_filename, "wb")
file.write(psa.dump())
file.close()
print ("Successfully Exported File: " + psa_filename)
else:
print ("No Animations (.psa file) to Export")
print ('PSK/PSA Export Script finished in %.2f seconds' % (time.clock() - start_time))
print( "Current Script version: ",bl_info['version'])
#MSG BOX EXPORT COMPLETE
#...
#DONE
print ("PSK/PSA Export Complete")
Brendon Murphy
committed
def write_data(path, context):
print("//============================")
print("// running psk/psa export...")
print("//============================")
fs_callback(path, context)
pass
Brendon Murphy
committed
from bpy.props import *
exporttypedata = []
# [index,text field,0] #or something like that
exporttypedata.append(("0","PSK","Export PSK"))
exporttypedata.append(("1","PSA","Export PSA"))
exporttypedata.append(("2","ALL","Export ALL"))
bpy.types.Scene.unrealfpsrate = IntProperty(
name="fps rate",
description="Set the frame per second (fps) for unreal.",
default=24,min=1,max=100)
bpy.types.Scene.unrealexport_settings = EnumProperty(
name="Export:",
description="Select a export settings (psk/psa/all)...",
items = exporttypedata, default = '0')
bpy.types.Scene.unrealtriangulatebool = BoolProperty(
name="Triangulate Mesh",
description="Convert Quad to Tri Mesh Boolean...",
default=False)
bpy.types.Scene.unrealactionexportall = BoolProperty(
name="All Actions",
description="This let you export all the actions from current armature that matches bone name in action groups names.",
default=False)
bpy.types.Scene.unrealdisplayactionsets = BoolProperty(
name="Show Action Set(s)",
description="Display Action Sets Information.",
bpy.types.Scene.unrealexportpsk = BoolProperty(
name="bool export psa",
description="bool for exporting this psk format",
default=True)
bpy.types.Scene.unrealexportpsa = BoolProperty(
name="bool export psa",
description="bool for exporting this psa format",
default=True)
Brendon Murphy
committed
class ExportUDKAnimData(bpy.types.Operator):
global exportmessage
'''Export Skeleton Mesh / Animation Data file(s)'''
bl_idname = "export_anim.udk" # this is important since its how bpy.ops.export.udk_anim_data is constructed
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bl_label = "Export PSK/PSA"
__doc__ = "One mesh and one armature else select one mesh or armature to be exported."
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
filepath = StringProperty(name="File Path", description="Filepath used for exporting the PSA file", maxlen= 1024, default= "", subtype='FILE_PATH')
pskexportbool = BoolProperty(name="Export PSK", description="Export Skeletal Mesh", default= True)
psaexportbool = BoolProperty(name="Export PSA", description="Export Action Set (Animation Data)", default= True)
actionexportall = BoolProperty(name="All Actions", description="This will export all the actions that matches the current armature.", default=False)
@classmethod
def poll(cls, context):
return context.active_object != None
def execute(self, context):
#check if skeleton mesh is needed to be exported
if (self.pskexportbool):
bpy.context.scene.unrealexportpsk = True
else:
bpy.context.scene.unrealexportpsk = False
#check if animation data is needed to be exported
if (self.psaexportbool):
bpy.context.scene.unrealexportpsa = True
else:
bpy.context.scene.unrealexportpsa = False
if (self.actionexportall):
bpy.context.scene.unrealactionexportall = True
else:
bpy.context.scene.unrealactionexportall = 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
layout.prop(rd, "unrealexport_settings",expand=True)
#layout.operator("object.UnrealExport")#button#blender 2.55 version
layout.operator(OBJECT_OT_UnrealExport.bl_idname)#button blender #2.56 version
#print("Button Name:",OBJECT_OT_UnrealExport.bl_idname) #2.56 version
#FPS #it use the real data from your scene
layout.prop(rd.render, "fps")
layout.prop(rd, "unrealactionexportall")
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layout.prop(rd, "unrealdisplayactionsets")
#print("unrealdisplayactionsets:",rd.unrealdisplayactionsets)
if rd.unrealdisplayactionsets:
layout.label(text="Total Action Set(s):" + str(len(bpy.data.actions)))
#armature data
amatureobject = None
bonenames = [] #bone name of the armature bones list
#layout.label(text="object(s):" + str(len(bpy.data.objects)))
for obj in bpy.data.objects:
if obj.type == 'ARMATURE' and obj.select == True:
#print(dir(obj))
amatureobject = obj
break
elif obj.type == 'ARMATURE':
amatureobject = obj
if amatureobject != None:
layout.label(text="Armature: " + amatureobject.name)
#print("Armature:",amatureobject.name)
boxactionset = layout.box()
for bone in amatureobject.pose.bones:
bonenames.append(bone.name)
actionsetmatchcount = 0
for ActionNLA in bpy.data.actions:
nobone = 0
for group in ActionNLA.groups:
for abone in bonenames:
#print("name:>>",abone)
if abone == group.name:
nobone += 1
break
if (len(ActionNLA.groups) == len(bonenames)) and (nobone == len(ActionNLA.groups)):
actionsetmatchcount += 1
#print("Action Set match: Pass")
boxactionset.label(text="Action Name: " + ActionNLA.name)
layout.label(text="Match Found: " + str(actionsetmatchcount))
#row = layout.row()
#row.label(text="Action Set(s)(not build)")
#for action in bpy.data.actions:
#print(dir( action))
#print(action.frame_range)
#row = layout.row()
#row.prop(action, "name")
#print(dir(action.groups[0]))
#for g in action.groups:#those are bones
#print("group...")
#print(dir(g))
#print("////////////")
#print((g.name))
#print("////////////")
#row.label(text="Active:" + action.select)
btrimesh = False
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class OBJECT_OT_UnrealExport(bpy.types.Operator):
bl_idname = "export_mesh.udk" # XXX, name???
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bl_label = "Unreal Export"
__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)
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__":