Newer
Older
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
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)
Brendon Murphy
committed
def parse_armature(blender_armature, psk_file, psa_file):
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
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
Brendon Murphy
committed
def get_blender_objects(objects, intype):
Brendon Murphy
committed
#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
Brendon Murphy
committed
# 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)
Brendon Murphy
committed
def parse_animation(blender_scene, blender_armatures, psa_file):
#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.UEActionSetSettings == '1') or (bpy.context.scene.UEActionSetSettings == '2'):
print("Action Set(s) Settings Idx:",bpy.context.scene.UEActionSetSettings)
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(dir(amatureobject))
collection = amatureobject.myCollectionUEA #collection of the object
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:
FoundAction = True
if bpy.context.scene.UEActionSetSettings == '2':
for c in collection:
if c.name == ActionNLA.name:
if c.mybool == True:
FoundAction = True
else:
FoundAction = False
break
if FoundAction == False:
print("========================================")
print("Skipping Action Set!",ActionNLA.name)
print("========================================")
#break
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: Fail")
#print("Action Name:",ActionNLA.name)
if (baction == True) and (FoundAction == 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
print("Last Action Name:",arm.animation_data.action.name)
print("Set Action Name:",arm.animation_data.action.name)
bpy.context.scene.update()
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("------------------------------------")
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
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)
#print("quat",posebonemat)
#
# Error looop action get None in matrix
# looping on each armature give invert and normalize for None
#
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)
#print("posebonemat",posebonemat)
#print("parentposemat",parentposemat.inverted())
#print("parentposemat",dir(parentposemat))
'''
parentposematinvert = parentposemat.invert()
if parentposematinvert == None:
posebonemat = parentposemat.inverted() * posebonemat
else:
posebonemat = parentposemat.invert() * posebonemat
'''
head = posebonemat.to_translation()
quat = posebonemat.to_quaternion().normalize()
#print("to_quaternion:",posebonemat.to_quaternion())
quat2 = mathutils.Quaternion(posebonemat.to_quaternion())
#print("to_quaternion2:",dir(quat2))
#if quat == None:
#quat = posebonemat.to_quaternion().normalized()
#print("quat",(posebonemat.to_quaternion().normalized()))
#print("quat",dir(posebonemat.to_quaternion().normalized()))
#print("pose_bone name:",pose_bone.name)
#print("head",head)
#print("quat",quat)
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
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("[==== Action Set Single Export====]")
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
#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:
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
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
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
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("---- Action End ----")
print("==== Finish Action Build ====")
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 nbone, exportmessage, bDeleteMergeMesh
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
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)
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
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.UEActionSetSettings = EnumProperty(
name="Action Set(s) Export Type",
description="For Exporting Single, All, and Select Action Set(s).",
items = [("0","Single","Single Action Set Export"),("1","All","All Action Sets Export"),("2","Select","Select Action Set(s) Export")], default = '0')
bpy.types.Scene.unrealtriangulatebool = BoolProperty(
name="Triangulate Mesh",
description="Convert Quad to Tri Mesh Boolean...",
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)
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
class UEAPropertyGroup(bpy.types.PropertyGroup):
## create Properties for the collection entries:
mystring = bpy.props.StringProperty()
mybool = bpy.props.BoolProperty(name="Export",description="Check if you want to export the action set.",default = False)
bpy.utils.register_class(UEAPropertyGroup)
## create CollectionProperty and link it to the property class
bpy.types.Object.myCollectionUEA = bpy.props.CollectionProperty(type = UEAPropertyGroup)
bpy.types.Object.myCollectionUEA_index = bpy.props.IntProperty(min = -1, default = -1)
## create operator to add or remove entries to/from the Collection
class OBJECT_OT_add_remove_Collection_Items_UE(bpy.types.Operator):
bl_label = "Add or Remove"
bl_idname = "collection.add_remove_ueactions"
__doc__ = """Button for Add, Remove, Refresh Action Set(s) list."""
set = bpy.props.StringProperty()
def invoke(self, context, event):
obj = context.object
collection = obj.myCollectionUEA
if self.set == "remove":
print("remove")
index = obj.myCollectionUEA_index
collection.remove(index) # This remove on item in the collection list function of index value
if self.set == "add":
print("add")
added = collection.add() # This add at the end of the collection list
added.name = "Action"+ str(random.randrange(0, 101, 2))
if self.set == "refresh":
print("refresh")
ArmatureSelect = None
ActionNames = []
BoneNames = []
for obj in bpy.data.objects:
if obj.type == 'ARMATURE' and obj.select == True:
print("Armature Name:",obj.name)
ArmatureSelect = obj
for bone in obj.pose.bones:
BoneNames.append(bone.name)
break
actionsetmatchcount = 0
for ActionNLA in bpy.data.actions:
nobone = 0
for group in ActionNLA.groups:
for abone in BoneNames:
if abone == group.name:
nobone += 1
break
if (len(ActionNLA.groups) == len(BoneNames)) and (nobone == len(ActionNLA.groups)):
actionsetmatchcount += 1
ActionNames.append(ActionNLA.name)
#print(dir(collection))
#print("collection:",len(collection))
print("action list check")
for action in ActionNames:
BfoundAction = False
#print("action:",action)
for c in collection:
#print(c.name)
if c.name == action:
BfoundAction = True
break
if BfoundAction == False:
added = collection.add() # This add at the end of the collection list
added.name = action
#print("finish...")
return {'FINISHED'}
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
__doc__ = """One mesh and one armature else select one mesh or armature to be exported."""
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
# 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'}
Brendon Murphy
committed
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_OT_UnrealExport.bl_idname)
#FPS #it use the real data from your scene
layout.prop(rd.render, "fps")
ArmatureSelect = None
for obj in bpy.data.objects:
if obj.type == 'ARMATURE' and obj.select == True:
#print("Armature Name:",obj.name)
ArmatureSelect = obj
#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)
John Phan
committed
layout.operator(OBJECT_OT_UTRebuildMesh.bl_idname)
layout.operator(OBJECT_OT_ToggleConsle.bl_idname)
Brendon Murphy
committed
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