Newer
Older
if bpy.context.active_object:
path = os.path.split(bpy.data.filepath)[0] + "\\" + bpy.context.active_object.name # + ".psk"
else:
# path = os.path.split(bpy.data.filepath)[0] + "\\" + "Unknown";
path = os.path.splitext(bpy.data.filepath)[0] # + ".psk"
else:
path = os.path.splitext(bpy.data.filepath)[0] # + ".psk"
return path
# ===========================================================================
# User interface
# ===========================================================================
class OBJECT_OT_UTSelectedFaceSmooth(Operator):
Sebastian Nell
committed
"""It will only select smooth faces that is select mesh"""
bl_idname = "object.utselectfacesmooth" # XXX, name???
bl_label = "Select Smooth Faces" # "Select Smooth faces"
CoDEmanX
committed
def invoke(self, context, event):
print("----------------------------------------")
print("Init Select Face(s):")
bselected = False
for obj in bpy.data.objects:
if obj.type == 'MESH' and obj.select is True:
smoothcount = 0
flatcount = 0
bpy.ops.object.mode_set(mode='OBJECT') # it need to go into object mode to able to select the faces
for i in bpy.context.scene.objects:
i.select = False # deselect all objects
obj.select = True # set current object select
bpy.context.scene.objects.active = obj # set active object
mesh = bmesh.new()
mesh.from_mesh(obj.data)
for face in mesh.faces:
face.select = False
for face in mesh.faces:
if face.smooth is True:
face.select = True
smoothcount += 1
else:
flatcount += 1
face.select = False
mesh.to_mesh(obj.data)
bpy.context.scene.update()
bpy.ops.object.mode_set(mode='EDIT')
print("Select Smooth Count(s):", smoothcount, " Flat Count(s):", flatcount)
bselected = True
break
if bselected:
self.report({'INFO'}, "Selected Face(s) Executed")
self.report({'INFO'}, "Mesh Object is not selected")
CoDEmanX
committed
print("----------------------------------------")
CoDEmanX
committed
class OBJECT_OT_MeshClearWeights(Operator):
"""Remove all mesh vertex groups weights for the bones"""
bl_idname = "object.meshclearweights" # XXX, name???
bl_label = "Remove Vertex Weights" # "Remove Mesh vertex weights"
CoDEmanX
committed
def invoke(self, context, event):
for obj in bpy.data.objects:
if obj.type == 'MESH' and obj.select is True:
for vg in obj.vertex_groups:
obj.vertex_groups.remove(vg)
self.report({'INFO'}, "Mesh Vertex Groups Removed")
CoDEmanX
committed
break
return{'FINISHED'}
def unpack_list(list_of_tuples):
l = []
for t in list_of_tuples:
l.extend(t)
return l
def rebuildmesh(obj):
# make sure it in object mode
print("Mesh Object Name:", obj.name)
bpy.ops.object.mode_set(mode='OBJECT')
for i in bpy.context.scene.objects:
i.select = False # deselect all objects
obj.select = True
bpy.context.scene.objects.active = obj
CoDEmanX
committed
me_ob = bpy.data.meshes.new(("Re_" + obj.name))
mesh = obj.data
faces = []
verts = []
smoothings = []
uvfaces = []
# print("creating array build mesh...")
mmesh = obj.to_mesh(bpy.context.scene, True, 'PREVIEW')
uv_layer = mmesh.tessface_uv_textures.active
for face in mmesh.tessfaces:
smoothings.append(face.use_smooth) # smooth or flat in boolean
if uv_layer is not None: # check if there texture data exist
faceUV = uv_layer.data[face.index]
uvs = []
for uv in faceUV.uv:
uvs.append((uv[0], uv[1]))
uvfaces.append(uvs)
# print((face.vertices[:]))
if len(face.vertices) == 3:
faces.extend([(face.vertices[0], face.vertices[1], face.vertices[2], 0)])
else:
faces.extend([(face.vertices[0], face.vertices[1], face.vertices[2], face.vertices[3])])
# vertex positions
for vertex in mesh.vertices:
CoDEmanX
committed
verts.append(vertex.co.to_tuple())
# vertices weight groups into array
vertGroups = {} # array in strings
for vgroup in obj.vertex_groups:
vlist = []
for v in mesh.vertices:
for vg in v.groups:
if vg.group == vgroup.index:
vlist.append((v.index, vg.weight))
# print((v.index,vg.weight))
vertGroups[vgroup.name] = vlist
CoDEmanX
committed
# print("creating mesh object...")
# me_ob.from_pydata(verts, [], faces)
me_ob.vertices.add(len(verts))
me_ob.tessfaces.add(len(faces))
CoDEmanX
committed
me_ob.vertices.foreach_set("co", unpack_list(verts))
me_ob.tessfaces.foreach_set("vertices_raw", unpack_list(faces))
me_ob.tessfaces.foreach_set("use_smooth", smoothings) # smooth array from face
CoDEmanX
committed
# check if there is uv faces
if len(uvfaces) > 0:
uvtex = me_ob.tessface_uv_textures.new(name="retex")
for i, face in enumerate(me_ob.tessfaces):
blender_tface = uvtex.data[i] # face
mfaceuv = uvfaces[i]
if len(mfaceuv) == 3:
blender_tface.uv1 = mfaceuv[0]
blender_tface.uv2 = mfaceuv[1]
blender_tface.uv3 = mfaceuv[2]
if len(mfaceuv) == 4:
blender_tface.uv1 = mfaceuv[0]
blender_tface.uv2 = mfaceuv[1]
blender_tface.uv3 = mfaceuv[2]
blender_tface.uv4 = mfaceuv[3]
CoDEmanX
committed
me_ob.update() # need to update the information to able to see into the secne
obmesh = bpy.data.objects.new(("Re_" + obj.name), me_ob)
bpy.context.scene.update()
# Build tmp materials
materialname = "ReMaterial"
for matcount in mesh.materials:
matdata = bpy.data.materials.new(materialname)
me_ob.materials.append(matdata)
# assign face to material id
for face in mesh.tessfaces:
me_ob.faces[face.index].material_index = face.material_index
# vertices weight groups
for vgroup in vertGroups:
group = obmesh.vertex_groups.new(vgroup)
for v in vertGroups[vgroup]:
group.add([v[0]], v[1], 'ADD') # group.add(array[vertex id],weight,add)
bpy.context.scene.objects.link(obmesh)
# print("Mesh Material Count:",len(me_ob.materials))
matcount = 0
# print("MATERIAL ID OREDER:")
for mat in me_ob.materials:
# print("-Material:",mat.name,"INDEX:",matcount)
matcount += 1
print("Mesh Object Name:", obmesh.name)
bpy.context.scene.update()
return obmesh
class OBJECT_OT_UTRebuildMesh(Operator):
Sebastian Nell
committed
"""It rebuild the mesh from scrape from the selected mesh object. """ \
"""Note the scale will be 1:1 for object mode. To keep from deforming"""
bl_idname = "object.utrebuildmesh" # XXX, name???
bl_label = "Rebuild Mesh" # "Rebuild Mesh"
CoDEmanX
committed
def invoke(self, context, event):
print("----------------------------------------")
print("Init Mesh Bebuild...")
bselected = False
bpy.ops.object.mode_set(mode='OBJECT')
for obj in bpy.data.objects:
if obj.type == 'MESH' and obj.select is True:
rebuildmesh(obj)
self.report({'INFO'}, "Rebuild Mesh Finished!")
print("Finish Mesh Build...")
print("----------------------------------------")
return{'FINISHED'}
def rebuildarmature(obj):
currentbone = [] # select armature for roll copy
print("Armature Name:", obj.name)
objectname = "ArmatureDataPSK"
meshname = "ArmatureObjectPSK"
armdata = bpy.data.armatures.new(objectname)
ob_new = bpy.data.objects.new(meshname, armdata)
bpy.context.scene.objects.link(ob_new)
# bpy.ops.object.mode_set(mode='OBJECT')
for i in bpy.context.scene.objects:
i.select = False # deselect all objects
ob_new.select = True
bpy.context.scene.objects.active = obj
CoDEmanX
committed
bpy.ops.object.mode_set(mode='EDIT')
for bone in obj.data.edit_bones:
currentbone.append([bone.name, bone.roll])
else:
currentbone.append([bone.name, bone.roll])
bpy.ops.object.mode_set(mode='OBJECT')
for i in bpy.context.scene.objects:
i.select = False # deselect all objects
bpy.context.scene.objects.active = ob_new
bpy.ops.object.mode_set(mode='EDIT')
CoDEmanX
committed
for bone in obj.data.bones:
bpy.ops.object.mode_set(mode='EDIT')
newbone = ob_new.data.edit_bones.new(bone.name)
newbone.head = bone.head_local
newbone.tail = bone.tail_local
for bonelist in currentbone:
if bone.name == bonelist[0]:
newbone.roll = bonelist[1]
break
parentbone = ob_new.data.edit_bones[bone.parent.name]
newbone.parent = parentbone
ob_new.animation_data_create() # create animation data
if obj.animation_data is not None: # check for animation
# just make sure it here to do the animations if exist
ob_new.animation_data.action = obj.animation_data.action
print("Armature Object Name:", ob_new.name)
return ob_new
CoDEmanX
committed
class OBJECT_OT_UTRebuildArmature(Operator):
Sebastian Nell
committed
"""If mesh is deform when importing to unreal engine try this. """ \
"""It rebuild the bones one at the time by select one armature object scrape to raw setup build. """ \
"""Note the scale will be 1:1 for object mode. To keep from deforming"""
bl_idname = "object.utrebuildarmature" # XXX, name???
bl_label = "Rebuild Armature" # Rebuild Armature
CoDEmanX
committed
def invoke(self, context, event):
print("----------------------------------------")
print("Init Rebuild Armature...")
bselected = False
for obj in bpy.data.objects:
if obj.type == 'ARMATURE' and obj.select is True:
rebuildarmature(obj)
self.report({'INFO'}, "Rebuild Armature Finish!")
print("End of Rebuild Armature.")
print("----------------------------------------")
return{'FINISHED'}
class UDKActionSetListPG(PropertyGroup):
bool = BoolProperty(default=False)
string = StringProperty()
actionname = StringProperty()
bmatch = BoolProperty(
default=False,
name="Match",
options={"HIDDEN"},
description="This check against bone names and action group "
"names matches and override boolean if true"
)
bexport = BoolProperty(
default=False,
name="Export",
description="Check this to export the animation"
)
class UL_UDKActionSetList(UIList):
Sebastian Nell
committed
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
layout.label(item.name)
layout.prop(item, "bmatch", text="Match")
layout.prop(item, "bexport", text="Export")
Sebastian Nell
committed
class UDKObjListPG(PropertyGroup):
bool = BoolProperty(default=False)
string = StringProperty()
bexport = BoolProperty(
default=False,
name="Export",
options={"HIDDEN"},
description="This will be ignore when exported"
)
bselect = BoolProperty(
default=False,
name="Select",
options={"HIDDEN"},
description="This will be ignore when exported"
)
otype = StringProperty(
name="Type",
description="This will be ignore when exported"
)
class UL_UDKObjList(UIList):
Sebastian Nell
committed
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
layout.label(item.name)
layout.prop(item, "otype", text="")
layout.prop(item, "bselect", text="")
2337
2338
2339
2340
2341
2342
2343
2344
2345
2346
2347
2348
2349
2350
2351
2352
2353
2354
2355
2356
2357
2358
class UDKMeshListPG(PropertyGroup):
bool = BoolProperty(
default=False
)
string = StringProperty()
bexport = BoolProperty(
default=False,
name="Export",
options={"HIDDEN"},
description="This object will be export when true"
)
bselect = BoolProperty(
default=False,
name="Select",
options={"HIDDEN"},
description="Make sure you have Mesh is parent to Armature"
)
otype = StringProperty(
name="Type",
description="This will be ignore when exported"
)
class UL_UDKMeshList(UIList):
Sebastian Nell
committed
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
layout.label(item.name)
# layout.prop(item, "bselect", text="Select")
Sebastian Nell
committed
class UDKArmListPG(PropertyGroup):
bool = BoolProperty(default=False)
string = StringProperty()
bexport = BoolProperty(
default=False,
name="Export",
options={"HIDDEN"},
description="This will be ignore when exported"
)
bselect = BoolProperty(
default=False,
name="Select",
options={"HIDDEN"},
description="This will be ignore when exported"
)
otype = StringProperty(
name="Type",
description="This will be ignore when exported"
)
class UL_UDKArmList(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
layout.label(item.name)
class Panel_UDKExport(Panel):
bl_label = "UDK Export"
bl_idname = "OBJECT_PT_udk_tools"
bl_category = "File I/O"
bl_space_type = "VIEW_3D"
bl_region_type = "TOOLS"
bl_context = "objectmode"
CoDEmanX
committed
"""
def draw_header(self, context):
layout = self.layout
obj = context.object
layout.prop(obj, "select", text="")
CoDEmanX
committed
@classmethod
def poll(cls, context):
return context.active_object
"""
def draw(self, context):
layout = self.layout
path = get_dst_path()
object_name = ""
"""
if context.object:
object_name = context.object.name
"""
if context.active_object:
object_name = context.active_object.name
row10 = layout.row()
row10.prop(context.scene, "udk_option_smoothing_groups")
row10.prop(context.scene, "udk_option_clight_uv")
row10.prop(context.scene, "udk_option_verbose")
row = layout.row()
row.label(text="Active object: " + object_name)
layout.prop(context.scene, "udk_option_filename_src")
row = layout.row()
row.label(text=path)
layout.prop(context.scene, "udk_option_export")
layout.prop(context.scene, "udk_option_selectobjects")
CoDEmanX
committed
if context.scene.udk_option_selectobjects:
layout.operator("object.selobjectpdate")
layout.label(text="ARMATURE - Index")
layout.template_list("UL_UDKArmList", "udk_armatures", context.scene, "udkArm_list",
Bastien Montagne
committed
context.scene, "udkArm_list_idx", rows=3)
layout.label(text="MESH - Export")
Bastien Montagne
committed
layout.template_list("UL_UDKMeshList", "", context.scene, "udkmesh_list",
context.scene, "udkmesh_list_idx", rows=5)
layout.prop(context.scene, "udk_option_selectanimations")
if context.scene.udk_option_selectanimations:
layout.operator("action.setanimupdate")
Sebastian Nell
committed
layout.label(text="Action Set(s) - Match / Export")
Bastien Montagne
committed
layout.template_list("UL_UDKActionSetList", "", context.scene, "udkas_list",
context.scene, "udkas_list_idx", rows=5)
layout.separator()
layout.prop(context.scene, "udk_option_scale")
layout.prop(context.scene, "udk_option_rebuildobjects")
# layout.prop(context.scene, "udk_option_ignoreactiongroupnames")
row11 = layout.row()
row11.operator("object.udk_export")
row11.operator("object.toggle_console")
layout.operator(OBJECT_OT_UTRebuildArmature.bl_idname)
CoDEmanX
committed
layout.label(text="Mesh")
layout.operator(OBJECT_OT_MeshClearWeights.bl_idname)
layout.operator(OBJECT_OT_UTSelectedFaceSmooth.bl_idname)
layout.operator(OBJECT_OT_UTRebuildMesh.bl_idname)
layout.operator(OBJECT_OT_UDKCheckMeshLines.bl_idname)
2469
2470
2471
2472
2473
2474
2475
2476
2477
2478
2479
2480
2481
2482
2483
2484
2485
2486
2487
2488
2489
2490
2491
2492
2493
2494
2495
2496
my_objlist = bpy.context.scene.udkArm_list
objectl = []
for objarm in bpy.context.scene.objects: # list and filter only mesh and armature
if objarm.type == 'ARMATURE':
objectl.append(objarm)
for _objd in objectl: # check if list has in udk list
bfound_obj = False
for _obj in my_objlist:
if _obj.name == _objd.name and _obj.otype == _objd.type:
_obj.bselect = _objd.select
bfound_obj = True
break
if bfound_obj is False:
# print("ADD ARMATURE...")
my_item = my_objlist.add()
my_item.name = _objd.name
my_item.bselect = _objd.select
my_item.otype = _objd.type
removeobject = []
for _udkobj in my_objlist:
bfound_objv = False
for _objd in bpy.context.scene.objects: # check if there no existing object from sense to remove it
if _udkobj.name == _objd.name and _udkobj.otype == _objd.type:
bfound_objv = True
break
CoDEmanX
committed
2498
2499
2500
2501
2502
2503
2504
2505
2506
2507
2508
2509
2510
2511
2512
2513
2514
2515
2516
2517
2518
2519
2520
2521
2522
2523
2524
2525
2526
2527
2528
2529
2530
2531
2532
2533
2534
2535
2536
2537
2538
2539
2540
2541
2542
2543
2544
2545
if bfound_objv is False:
removeobject.append(_udkobj)
# print("remove check...")
for _item in removeobject: # loop remove object from udk list object
count = 0
for _obj in my_objlist:
if _obj.name == _item.name and _obj.otype == _item.otype:
my_objlist.remove(count)
break
count += 1
my_objlist = bpy.context.scene.udkmesh_list
objectl = []
for objarm in bpy.context.scene.objects: # list and filter only mesh and armature
if objarm.type == 'MESH':
objectl.append(objarm)
for _objd in objectl: # check if list has in udk list
bfound_obj = False
for _obj in my_objlist:
if _obj.name == _objd.name and _obj.otype == _objd.type:
_obj.bselect = _objd.select
bfound_obj = True
break
if bfound_obj is False:
my_item = my_objlist.add()
my_item.name = _objd.name
my_item.bselect = _objd.select
my_item.otype = _objd.type
removeobject = []
for _udkobj in my_objlist:
bfound_objv = False
for _objd in bpy.context.scene.objects: # check if there no existing object from sense to remove it
if _udkobj.name == _objd.name and _udkobj.otype == _objd.type:
bfound_objv = True
break
if bfound_objv is False:
removeobject.append(_udkobj)
# print("remove check...")
for _item in removeobject: # loop remove object from udk list object
count = 0
for _obj in my_objlist:
if _obj.name == _item.name and _obj.otype == _item.otype:
my_objlist.remove(count)
break
count += 1
class OBJECT_OT_UDKObjUpdate(Operator):
"""This will update the filter of the mesh and armature"""
bl_idname = "object.selobjectpdate"
bl_label = "Update Object(s)"
CoDEmanX
committed
actionname = bpy.props.StringProperty()
CoDEmanX
committed
def execute(self, context):
udkupdateobjects()
return{'FINISHED'}
def udkcheckmeshline():
objmesh = None
for obj in bpy.context.scene.objects:
if obj.type == 'MESH' and obj.select is True:
objmesh = obj
objmesh = triangulate_mesh(objmesh) # create a copy of the mesh
bpy.ops.object.mode_set(mode='OBJECT')
for i in bpy.context.scene.objects:
i.select = False # deselect all objects
objmesh.select = True
bpy.context.scene.objects.active = objmesh # set active mesh
wedges = ObjMap()
points = ObjMap()
bpy.ops.object.mode_set(mode='EDIT') # set in edit mode
bpy.ops.mesh.select_all(action='DESELECT')
bpy.context.tool_settings.mesh_select_mode = (True, False, False) # select vertices
CoDEmanX
committed
print("found mesh")
print(objmesh)
print(objmesh.data.tessfaces)
vertex_list = []
for face in objmesh.data.tessfaces:
wedge_list = []
vect_list = []
for i in range(3):
vert_index = face.vertices[i]
vert = objmesh.data.vertices[vert_index]
vect_list.append(FVector(vert.co.x, vert.co.y, vert.co.z))
vpos = objmesh.matrix_local * vert.co
p = VPoint()
p.Point.X = vpos.x
p.Point.Y = vpos.y
p.Point.Z = vpos.z
w = VVertex()
w.PointIndex = points.get(p) # store keys
index_wedge = wedges.get(w)
wedge_list.append(index_wedge)
no = face.normal
norm = FVector(no[0], no[1], no[2])
tnorm = vect_list[1].sub(vect_list[0]).cross(vect_list[2].sub(vect_list[1]))
dot = norm.dot(tnorm)
CoDEmanX
committed
tri = VTriangle()
if dot > 0:
(tri.WedgeIndex2, tri.WedgeIndex1, tri.WedgeIndex0) = wedge_list
elif dot < 0:
(tri.WedgeIndex0, tri.WedgeIndex1, tri.WedgeIndex2) = wedge_list
else:
dindex0 = face.vertices[0]
dindex1 = face.vertices[1]
dindex2 = face.vertices[2]
vertex_list.append(dindex0)
vertex_list.append(dindex1)
vertex_list.append(dindex2)
CoDEmanX
committed
bpy.ops.object.mode_set(mode='OBJECT')
for vertex in objmesh.data.vertices: # loop all vertex in the mesh list
for vl in vertex_list: # loop for error vertex
if vertex.index == vl: # if match set to select
vertex.select = True
break
bpy.ops.object.mode_set(mode='EDIT') # set in edit mode to see the select vertex
objmesh.data.update() # update object
bpy.context.scene.update() # update scene
message = "MESH PASS"
if len(vertex_list) > 0:
message = "MESH FAIL"
return message
class OBJECT_OT_UDKCheckMeshLines(Operator):
Sebastian Nell
committed
"""Select the mesh for export test. This will create dummy mesh to see which area are broken. """ \
"""If the vertices share the same position it will cause a bug"""
bl_idname = "object.udkcheckmeshline"
bl_label = "Check Mesh Vertices"
CoDEmanX
committed
def execute(self, context):
message = udkcheckmeshline()
self.report({'ERROR'}, message)
return{'FINISHED'}
class OBJECT_OT_ActionSetAnimUpdate(Operator):
Sebastian Nell
committed
"""Select Armture to match the action set groups. """ \
"""All bones keys must be set to match with number of bones"""
bl_idname = "action.setanimupdate"
bl_label = "Update Action Set(s)"
Sebastian Nell
committed
actionname = bpy.props.StringProperty()
CoDEmanX
committed
def execute(self, context):
my_sett = bpy.context.scene.udkas_list
CoDEmanX
committed
bones = []
armature = None
armatures = []
armatureselected = []
for objarm in bpy.context.scene.objects:
if objarm.type == 'ARMATURE':
# print("ADDED ARMATURE...")
armatures.append(objarm)
if objarm.select is True:
armatureselected.append(objarm)
CoDEmanX
committed
if len(armatureselected) == len(armatures) == 1:
armature = armatures[0]
if len(armatures) == 1:
armature = armatures[0]
CoDEmanX
committed
if len(armatureselected) == 1:
armature = armatureselected[0]
CoDEmanX
committed
for bone in armature.pose.bones:
bones.append(bone.name)
for action in bpy.data.actions: # action list
bfound = False
count = 0
for actionbone in action.groups:
# print("Pose bone name: ",actionbone.name)
for b in bones:
if b == actionbone.name:
count += 1
# print(b," : ",actionbone.name)
break
for actionlist in my_sett:
if action.name == actionlist.name:
bactionfound = True
if len(bones) == len(action.groups) == count:
actionlist.bmatch = True
else:
actionlist.bmatch = False
bfound = True
break
if bfound is not True:
my_item = my_sett.add()
# print(dir(my_item.bmatch))
my_item.name = action.name
# my_item.template_list_controls = "bmatch:bexport"
if len(bones) == len(action.groups) == count:
my_item.bmatch = True
else:
my_item.bmatch = False
CoDEmanX
committed
removeactions = []
# check action list and data actions
for actionlist in bpy.context.scene.udkas_list:
bfind = False
notfound = 0
for act in bpy.data.actions:
if actionlist.name == act.name:
bfind = True
else:
notfound += 1
# print("ACT NAME:",actionlist.name," COUNT",notfound)
if notfound == len(bpy.data.actions):
# print("remove :",actionlist.name)
CoDEmanX
committed
removeactions.append(actionlist.name)
# print("Not in the action data list:",len(removeactions))
# remove list or chnages in the name the template list
for actname in removeactions:
actioncount = 0
for actionlist in my_sett:
# print("action name:",actionlist.name)
if actionlist.name == actname:
my_sett.remove(actioncount)
break
actioncount += 1
CoDEmanX
committed
return{'FINISHED'}
class ExportUDKAnimData(Operator):
Sebastian Nell
committed
"""Export Skeleton Mesh / Animation Data file(s). """ \
"""One mesh and one armature else select one mesh or armature to be exported"""
bl_idname = "export_anim.udk" # this is important since its how bpy.ops.export.udk_anim_data is constructed
bl_label = "Export PSK/PSA"
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
filepath = StringProperty(
subtype='FILE_PATH',
)
filter_glob = StringProperty(
default="*.psk;*.psa",
options={'HIDDEN'},
)
udk_option_scale = FloatProperty(
name="UDK Scale",
description="In case you don't want to scale objects manually - "
"This will just scale position when on export for the skeleton mesh and animation data",
default=1
)
udk_option_rebuildobjects = BoolProperty(
name="Rebuild Objects",
description="In case of deform skeleton mesh and animations data - "
"This will rebuild objects from raw format on export when checked",
default=False
)
CoDEmanX
committed
@classmethod
def poll(cls, context):
return context.active_object is not None
def execute(self, context):
scene = bpy.context.scene
scene.udk_option_export_psk = (scene.udk_option_export == '0' or scene.udk_option_export == '2')
scene.udk_option_export_psa = (scene.udk_option_export == '1' or scene.udk_option_export == '2')
bpy.context.scene.udk_option_scale = self.udk_option_scale
bpy.context.scene.udk_option_rebuildobjects = self.udk_option_rebuildobjects
CoDEmanX
committed
filepath = get_dst_path()
CoDEmanX
committed
# cache settings
restore_frame = scene.frame_current
CoDEmanX
committed
message = "Finish Export!"
try:
export(filepath)
except Error as err:
print(err.message)
message = err.message
CoDEmanX
committed
# restore settings
scene.frame_set(restore_frame)
CoDEmanX
committed
self.report({'WARNING', 'INFO'}, message)
return {'FINISHED'}
CoDEmanX
committed
def draw(self, context):
layout = self.layout
scene = context.scene
layout.prop(scene, "udk_option_smoothing_groups")
layout.prop(scene, "udk_option_clight_uv")
layout.prop(scene, "udk_option_verbose")
layout.prop(scene, "udk_option_filename_src")
layout.prop(scene, "udk_option_export")
layout.prop(self, "udk_option_scale")
layout.prop(self, "udk_option_rebuildobjects")
def invoke(self, context, event):
self.udk_option_scale = bpy.context.scene.udk_option_scale
self.udk_option_rebuildobjects = bpy.context.scene.udk_option_rebuildobjects
wm = context.window_manager
wm.fileselect_add(self)
CoDEmanX
committed
def menu_func(self, context):
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
# Add-ons Preferences Update Panel
# Define Panel classes for updating
panels = (
Panel_UDKExport,
)
message = "Export Unreal Engine Format(.psk/.psa): Updating Panel locations has failed"
for panel in panels:
if "bl_rna" in panel.__dict__:
bpy.utils.unregister_class(panel)
for panel in panels:
panel.bl_category = context.user_preferences.addons[__name__].preferences.category
bpy.utils.register_class(panel)
except Exception as e:
print("\n[{}]\n{}\n\nError:\n{}".format(__name__, message, e))
class PskAddonPreferences(AddonPreferences):
# this must match the addon name, use '__package__'
# when defining this in a submodule of a python package.
bl_idname = __name__
category = StringProperty(
name="Tab Category",
description="Choose a name for the category of the panel",
update=update_panel
)
def draw(self, context):
layout = self.layout
row = layout.row()
col = row.column()
col.label(text="Tab Category:")
col.prop(self, "category", text="")
# ===========================================================================
# ===========================================================================
Brendon Murphy
committed
def register():
bpy.utils.register_module(__name__)
Brecht Van Lommel
committed
bpy.types.TOPBAR_MT_file_export.append(menu_func)
update_panel(None, bpy.context)
CoDEmanX
committed
# Added by [MGVS]
bpy.types.Scene.udk_option_filename_src = EnumProperty(
name="Filename",
description="Sets the name for the files",
items=[
('0', "From object", "Name will be taken from object name"),
('1', "From Blend", "Name will be taken from .blend file name")
],
default='0'
)
bpy.types.Scene.udk_option_export_psk = BoolProperty(
name="bool export psa",
description="Boolean for exporting psk format (Skeleton Mesh)",
default=True
)
bpy.types.Scene.udk_option_export_psa = BoolProperty(
name="bool export psa",
description="Boolean for exporting psa format (Animation Data)",
default=True
)
bpy.types.Scene.udk_option_clight_uv = BoolProperty(
2892
2893
2894
2895
2896
2897
2898
2899
2900
2901
2902
2903
2904
2905
2906
2907
2908
2909
2910
2911
2912
2913
2914
2915
2916
2917
2918
2919
2920
2921
2922
2923
2924
2925
2926
2927
2928
2929
2930
2931
2932
2933
2934
2935
2936
2937
2938
2939
2940
2941
2942
2943
2944
2945
2946
2947
2948
2949
2950
2951
2952
2953
2954
2955
2956
2957
2958
2959
2960
2961
2962
2963
2964
2965
2966
2967
2968
2969
2970
2971
2972
name="Clamp UV",
description="True is to limit Clamp UV co-ordinates to [0-1]. False is unrestricted (x,y)",
default=False
)
bpy.types.Scene.udk_copy_merge = BoolProperty(
name="Merge Mesh",
description="This will copy the mesh(s) and merge the object together "
"and unlink the mesh to be remove while exporting the object",
default=False
)
bpy.types.Scene.udk_option_export = EnumProperty(
name="Export",
description="What to export",
items=[
('0', "Mesh only", "Exports the PSK file for the Skeletal Mesh"),
('1', "Animation only", "Export the PSA file for Action Set(s)(Animations Data)"),
('2', "Mesh & Animation", "Export both PSK and PSA files(Skeletal Mesh/Animation(s) Data)")
],
default='2'
)
bpy.types.Scene.udk_option_verbose = BoolProperty(
name="Verbose",
description="Verbose console output",
default=False
)
bpy.types.Scene.udk_option_smoothing_groups = BoolProperty(
name="Smooth Groups",
description="Activate hard edges as smooth groups",
default=True
)
bpy.types.Scene.udk_option_triangulate = BoolProperty(
name="Triangulate Mesh",
description="Convert Quads to Triangles",
default=False
)
bpy.types.Scene.udk_option_selectanimations = BoolProperty(
name="Select Animation(s)",
description="Select animation(s) for export to psa file",
default=False
)
bpy.types.Scene.udk_option_selectobjects = BoolProperty(
name="Select Object(s)",
description="Select Armature and Mesh(s). Just make sure mesh(s) is parent to armature",
default=False
)
bpy.types.Scene.udk_option_rebuildobjects = BoolProperty(
name="Rebuild Objects",
description="In case of deform skeleton mesh and animations data - "
"This will rebuild objects from raw format on export when checked",
default=False
)
bpy.types.Scene.udk_option_ignoreactiongroupnames = BoolProperty(
name="Ignore Action Group Names",
description="This will Ignore Action Set Group Names Check With Armature Bones. "
"It will override armature to set action set",
default=False
)
bpy.types.Scene.udk_option_scale = FloatProperty(
name="UDK Scale",
description="In case you don't want to scale objects manually - "
"This will just scale position when on export for the skeleton mesh and animation data",
default=1
)
bpy.types.Scene.udkas_list = CollectionProperty(
type=UDKActionSetListPG
)
bpy.types.Scene.udkas_list_idx = IntProperty()
bpy.types.Scene.udkobj_list = CollectionProperty(
type=UDKObjListPG
)
bpy.types.Scene.udkobj_list_idx = IntProperty()
bpy.types.Scene.udkmesh_list = CollectionProperty(
type=UDKMeshListPG
)
bpy.types.Scene.udkmesh_list_idx = IntProperty()
bpy.types.Scene.udkArm_list = CollectionProperty(
type=UDKArmListPG
)
bpy.types.Scene.udkArm_list_idx = IntProperty()
Brendon Murphy
committed
def unregister():
bpy.utils.unregister_module(__name__)
Brecht Van Lommel
committed
bpy.types.TOPBAR_MT_file_export.remove(menu_func)
CoDEmanX
committed
del bpy.types.Scene.udk_option_filename_src
del bpy.types.Scene.udk_option_export_psk
del bpy.types.Scene.udk_option_export_psa
del bpy.types.Scene.udk_option_clight_uv
del bpy.types.Scene.udk_copy_merge
del bpy.types.Scene.udk_option_export
del bpy.types.Scene.udk_option_verbose
del bpy.types.Scene.udk_option_smoothing_groups
del bpy.types.Scene.udk_option_triangulate
del bpy.types.Scene.udk_option_selectanimations
del bpy.types.Scene.udk_option_selectobjects
del bpy.types.Scene.udk_option_rebuildobjects
del bpy.types.Scene.udk_option_ignoreactiongroupnames
del bpy.types.Scene.udk_option_scale
del bpy.types.Scene.udkas_list
del bpy.types.Scene.udkas_list_idx
del bpy.types.Scene.udkobj_list
del bpy.types.Scene.udkobj_list_idx
del bpy.types.Scene.udkmesh_list
del bpy.types.Scene.udkmesh_list_idx
del bpy.types.Scene.udkArm_list
del bpy.types.Scene.udkArm_list_idx