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Brendon Murphy
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#
# 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 2
# of the License, or (at your option) any later version.
Brendon Murphy
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#
# 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, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
Thomas Dinges
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"api": 31847,
"location": "File > Import ",
"description": "Import Unreal Engine (.psk)",
"warning": "",
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"
"tracker_url": "https://projects.blender.org/tracker/index.php?"\
Brendon Murphy
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"""
Version': '2.0' ported by Darknet
Unreal Tournament PSK file to Blender mesh converter V1.0
Author: D.M. Sturgeon (camg188 at the elYsium forum), ported by Darknet
Imports a *psk file to a new mesh
-No UV Texutre
-No Weight
-No Armature Bones
-No Material ID
-Export Text Log From Current Location File (Bool )
"""
Brendon Murphy
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import bpy
import mathutils
import os
import sys
import string
import math
import re
from string import *
from struct import *
from math import *
#from bpy.props import *
import mathutils
#output log in to txt file
DEBUGLOG = False
scale = 1.0
bonesize = 1.0
md5_bones=[]
def unpack_list(list_of_tuples):
l = []
for t in list_of_tuples:
l.extend(t)
return l
"""
class md5_bone:
bone_index=0
name=""
bindpos=[]
bindmat = mathutils.Quaternion()
parent=""
parent_index=0
blenderbone=None
roll=0
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def __init__(self):
self.bone_index=0
self.name=""
self.bindpos=[0.0]*3
self.bindmat=[None]*3 #is this how you initilize a 2d-array
for i in range(3): self.bindmat[i] = [0.0]*3
self.parent=""
self.parent_index=0
self.blenderbone=None
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def dump(self):
print ("bone index: ", self.bone_index)
print ("name: ", self.name)
print ("bind position: ", self.bindpos)
print ("bind translation matrix: ", self.bindmat)
print ("parent: ", self.parent)
print ("parent index: ", self.parent_index)
print ("blenderbone: ", self.blenderbone)
Brendon Murphy
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"""
class md5_bone:
bone_index=0
name=""
bindpos=[]
bindmat=[]
scale = []
parent=""
parent_index=0
blenderbone=None
roll=0
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def __init__(self):
self.bone_index=0
self.name=""
self.bindpos=[0.0]*3
self.scale=[0.0]*3
self.bindmat=[None]*3 #is this how you initilize a 2d-array
for i in range(3): self.bindmat[i] = [0.0]*3
self.parent=""
self.parent_index=0
self.blenderbone=None
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def dump(self):
print ("bone index: ", self.bone_index)
print ("name: ", self.name)
print ("bind position: ", self.bindpos)
print ("bind translation matrix: ", self.bindmat)
print ("parent: ", self.parent)
print ("parent index: ", self.parent_index)
print ("blenderbone: ", self.blenderbone)
#http://www.blender.org/forum/viewtopic.php?t=13340&sid=8b17d5de07b17960021bbd72cac0495f
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def fixRollZ(b):
v = (b.tail-b.head)/b.length
b.roll -= math.degrees(math.atan2(v[0]*v[2]*(1 - v[1]),v[0]*v[0] + v[1]*v[2]*v[2]))
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def fixRoll(b):
v = (b.tail-b.head)/b.length
if v[2]*v[2] > .5:
#align X-axis
b.roll += math.degrees(math.atan2(v[0]*v[2]*(1 - v[1]),v[2]*v[2] + v[1]*v[0]*v[0]))
else:
#align Z-axis
b.roll -= math.degrees(math.atan2(v[0]*v[2]*(1 - v[1]),v[0]*v[0] + v[1]*v[2]*v[2]))
def pskimport(infile,importmesh,importbone,bDebugLogPSK):
print ("--------------------------------------------------")
print ("---------SCRIPT EXECUTING PYTHON IMPORTER---------")
print ("--------------------------------------------------")
print ("Importing file: ", infile)
md5_bones=[]
pskfile = open(infile,'rb')
if (DEBUGLOG):
logpath = infile.replace(".psk", ".txt")
print("logpath:",logpath)
logf = open(logpath,'w')
def printlog(strdata):
if (DEBUGLOG):
logf.write(strdata)
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objName = infile.split('\\')[-1].split('.')[0]
me_ob = bpy.data.meshes.new(objName)
print("objName:",objName)
printlog(("New Mesh = " + me_ob.name + "\n"))
#read general header
indata = unpack('20s3i',pskfile.read(32))
#not using the general header at this time
#==================================================================================================
# vertex point
#==================================================================================================
#read the PNTS0000 header
indata = unpack('20s3i',pskfile.read(32))
recCount = indata[3]
printlog(( "Nbr of PNTS0000 records: " + str(recCount) + "\n"))
counter = 0
verts = []
while counter < recCount:
counter = counter + 1
indata = unpack('3f',pskfile.read(12))
#print(indata[0],indata[1],indata[2])
verts.extend([(indata[0],indata[1],indata[2])])
#Tmsh.vertices.append(NMesh.Vert(indata[0],indata[1],indata[2]))
#==================================================================================================
# UV
#==================================================================================================
#read the VTXW0000 header
indata = unpack('20s3i',pskfile.read(32))
recCount = indata[3]
printlog( "Nbr of VTXW0000 records: " + str(recCount)+ "\n")
counter = 0
UVCoords = []
#UVCoords record format = [index to PNTS, U coord, v coord]
while counter < recCount:
counter = counter + 1
indata = unpack('hhffhh',pskfile.read(16))
UVCoords.append([indata[0],indata[2],indata[3]])
#print([indata[0],indata[2],indata[3]])
#print([indata[1],indata[2],indata[3]])
#==================================================================================================
# Face
#==================================================================================================
#read the FACE0000 header
indata = unpack('20s3i',pskfile.read(32))
recCount = indata[3]
printlog( "Nbr of FACE0000 records: "+ str(recCount) + "\n")
#PSK FACE0000 fields: WdgIdx1|WdgIdx2|WdgIdx3|MatIdx|AuxMatIdx|SmthGrp
#associate MatIdx to an image, associate SmthGrp to a material
SGlist = []
counter = 0
faces = []
faceuv = []
while counter < recCount:
counter = counter + 1
indata = unpack('hhhbbi',pskfile.read(12))
#the psk values are: nWdgIdx1|WdgIdx2|WdgIdx3|MatIdx|AuxMatIdx|SmthGrp
#indata[0] = index of UVCoords
#UVCoords[indata[0]]=[index to PNTS, U coord, v coord]
#UVCoords[indata[0]][0] = index to PNTS
PNTSA = UVCoords[indata[0]][0]
PNTSB = UVCoords[indata[1]][0]
PNTSC = UVCoords[indata[2]][0]
#print(PNTSA,PNTSB,PNTSC) #face id vertex
#faces.extend([0,1,2,0])
faces.extend([PNTSA,PNTSB,PNTSC,0])
uv = []
u0 = UVCoords[indata[0]][1]
v0 = UVCoords[indata[0]][2]
uv.append([u0,v0])
u1 = UVCoords[indata[1]][1]
v1 = UVCoords[indata[1]][2]
uv.append([u1,v1])
u2 = UVCoords[indata[2]][1]
v2 = UVCoords[indata[2]][2]
uv.append([u2,v2])
faceuv.append(uv)
#print("UV: ",u0,v0)
#update the uv var of the last item in the Tmsh.faces list
# which is the face just added above
##Tmsh.faces[-1].uv = [(u0,v0),(u1,v1),(u2,v2)]
#print("smooth:",indata[5])
#collect a list of the smoothing groups
if SGlist.count(indata[5]) == 0:
SGlist.append(indata[5])
print("smooth:",indata[5])
#assign a material index to the face
#Tmsh.faces[-1].materialIndex = SGlist.index(indata[5])
printlog( "Using Materials to represent PSK Smoothing Groups...\n")
#==========
# skip something...
#==========
#==================================================================================================
# Material
#==================================================================================================
##
#read the MATT0000 header
indata = unpack('20s3i',pskfile.read(32))
recCount = indata[3]
printlog("Nbr of MATT0000 records: " + str(recCount) + "\n" )
printlog(" - Not importing any material data now. PSKs are texture wrapped! \n")
counter = 0
while counter < recCount:
counter = counter + 1
indata = unpack('64s6i',pskfile.read(88))
##
#==================================================================================================
# Bones (Armature)
#==================================================================================================
#read the REFSKEL0 header
indata = unpack('20s3i',pskfile.read(32))
recCount = indata[3]
printlog( "Nbr of REFSKEL0 records: " + str(recCount) + "\n")
Bns = []
bone = []
nobone = 0
#==================================================================================================
# Bone Data
#==================================================================================================
counter = 0
print ("---PRASE--BONES---")
while counter < recCount:
indata = unpack('64s3i11f',pskfile.read(120))
#print( "DATA",str(indata))
bone.append(indata)
createbone = md5_bone()
#temp_name = indata[0][:30]
temp_name = indata[0]
temp_name = bytes.decode(temp_name)
temp_name = temp_name.lstrip(" ")
temp_name = temp_name.rstrip(" ")
temp_name = temp_name.strip()
temp_name = temp_name.strip( bytes.decode(b'\x00'))
print ("temp_name:", temp_name, "||")
createbone.name = temp_name
createbone.bone_index = counter
createbone.parent_index = indata[3]
createbone.bindpos[0] = indata[8]
createbone.bindpos[1] = indata[9]
createbone.bindpos[2] = indata[10]
createbone.scale[0] = indata[12]
createbone.scale[1] = indata[13]
createbone.scale[2] = indata[14]
#w,x,y,z
if (counter == 0):#main parent
print("no parent bone")
createbone.bindmat = mathutils.Quaternion((indata[7],indata[4],indata[5],indata[6]))
#createbone.bindmat = mathutils.Quaternion((indata[7],-indata[4],-indata[5],-indata[6]))
else:#parent
print("parent bone")
createbone.bindmat = mathutils.Quaternion((indata[7],-indata[4],-indata[5],-indata[6]))
#createbone.bindmat = mathutils.Quaternion((indata[7],indata[4],indata[5],indata[6]))
md5_bones.append(createbone)
counter = counter + 1
bnstr = (str(indata[0]))
Bns.append(bnstr)
for pbone in md5_bones:
pbone.parent = md5_bones[pbone.parent_index].name
bonecount = 0
for armbone in bone:
temp_name = armbone[0][:30]
#print ("BONE NAME: ",len(temp_name))
temp_name=str((temp_name))
#temp_name = temp_name[1]
#print ("BONE NAME: ",temp_name)
bonecount +=1
print ("-------------------------")
print ("----Creating--Armature---")
print ("-------------------------")
#================================================================================================
#Check armature if exist if so create or update or remove all and addnew bone
#================================================================================================
#bpy.ops.object.mode_set(mode='OBJECT')
meshname ="ArmObject"
objectname = "armaturedata"
bfound = False
arm = None
if importbone:
for obj in bpy.data.objects:
if (obj.name == meshname):
bfound = True
arm = obj
break
if bfound == False:
'''
armdata = bpy.data.armatures.new(objectname)
ob_new = bpy.data.objects.new(meshname, armdata)
#ob_new = bpy.data.objects.new(meshname, 'ARMATURE')
#ob_new.data = 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
#set current armature to edit the bone
bpy.context.scene.objects.active = ob_new
#set mode to able to edit the bone
bpy.ops.object.mode_set(mode='EDIT')
#newbone = ob_new.data.edit_bones.new('test')
#newbone.tail.y = 1
print("creating bone(s)")
for bone in md5_bones:
#print(dir(bone))
bpy.ops.object.mode_set(mode='EDIT')
newbone = ob_new.data.edit_bones.new(bone.name)
'''
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armdata = bpy.data.armatures.new(objectname)
ob_new = bpy.data.objects.new(meshname, armdata)
#ob_new = bpy.data.objects.new(meshname, 'ARMATURE')
#ob_new.data = 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
#set current armature to edit the bone
bpy.context.scene.objects.active = ob_new
#set mode to able to edit the bone
bpy.ops.object.mode_set(mode='EDIT')
#newbone = ob_new.data.edit_bones.new('test')
#newbone.tail.y = 1
print("creating bone(s)")
for bone in md5_bones:
#print(dir(bone))
bpy.ops.object.mode_set(mode='EDIT')
newbone = ob_new.data.edit_bones.new(bone.name)
#parent the bone
parentbone = None
print("bone name:",bone.name)
#note bone location is set in the real space or global not local
if bone.name != bone.parent:
pos_x = bone.bindpos[0]
pos_y = bone.bindpos[1]
pos_z = bone.bindpos[2]
#print( "LINKING:" , bone.parent ,"j")
parentbone = ob_new.data.edit_bones[bone.parent]
newbone.parent = parentbone
rotmatrix = bone.bindmat.to_matrix().to_4x4().to_3x3() # XXX, redundant matrix conversion?
#parent_head = parentbone.head * parentbone.matrix.to_quaternion().inverse()
#parent_tail = parentbone.tail * parentbone.matrix.to_quaternion().inverse()
#location=Vector(pos_x,pos_y,pos_z)
#set_position = (parent_tail - parent_head) + location
#print("tmp head:",set_position)
#pos_x = set_position.x
#pos_y = set_position.y
#pos_z = set_position.z
newbone.head.x = parentbone.head.x + pos_x
newbone.head.y = parentbone.head.y + pos_y
newbone.head.z = parentbone.head.z + pos_z
#print("head:",newbone.head)
newbone.tail.x = parentbone.head.x + (pos_x + bonesize * rotmatrix[1][0])
newbone.tail.y = parentbone.head.y + (pos_y + bonesize * rotmatrix[1][1])
newbone.tail.z = parentbone.head.z + (pos_z + bonesize * rotmatrix[1][2])
else:
#print("rotmatrix:",dir(bone.bindmat.to_matrix().resize_4x4()))
#rotmatrix = bone.bindmat.to_matrix().resize_4x4().to_3x3() # XXX, redundant matrix conversion?
rotmatrix = bone.bindmat.to_matrix().to_3x3() # XXX, redundant matrix conversion?
newbone.head.x = bone.bindpos[0]
newbone.head.y = bone.bindpos[1]
newbone.head.z = bone.bindpos[2]
newbone.tail.x = bone.bindpos[0] + bonesize * rotmatrix[1][0]
newbone.tail.y = bone.bindpos[1] + bonesize * rotmatrix[1][1]
newbone.tail.z = bone.bindpos[2] + bonesize * rotmatrix[1][2]
#print("no parent")
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bpy.context.scene.update()
#==================================================================================================
#END BONE DATA BUILD
#==================================================================================================
VtxCol = []
for x in range(len(Bns)):
#change the overall darkness of each material in a range between 0.1 and 0.9
tmpVal = ((float(x)+1.0)/(len(Bns))*0.7)+0.1
tmpVal = int(tmpVal * 256)
tmpCol = [tmpVal,tmpVal,tmpVal,0]
#Change the color of each material slightly
if x % 3 == 0:
if tmpCol[0] < 128: tmpCol[0] += 60
else: tmpCol[0] -= 60
if x % 3 == 1:
if tmpCol[1] < 128: tmpCol[1] += 60
else: tmpCol[1] -= 60
if x % 3 == 2:
if tmpCol[2] < 128: tmpCol[2] += 60
else: tmpCol[2] -= 60
#Add the material to the mesh
VtxCol.append(tmpCol)
#==================================================================================================
# Bone Weight
#==================================================================================================
#read the RAWW0000 header
indata = unpack('20s3i',pskfile.read(32))
recCount = indata[3]
printlog( "Nbr of RAWW0000 records: " + str(recCount) +"\n")
#RAWW0000 fields: Weight|PntIdx|BoneIdx
RWghts = []
counter = 0
while counter < recCount:
counter = counter + 1
indata = unpack('fii',pskfile.read(12))
RWghts.append([indata[1],indata[2],indata[0]])
#RWghts fields = PntIdx|BoneIdx|Weight
RWghts.sort()
printlog( "len(RWghts)=" + str(len(RWghts)) + "\n")
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#set the Vertex Colors of the faces
#face.v[n] = RWghts[0]
#RWghts[1] = index of VtxCol
"""
for x in range(len(Tmsh.faces)):
for y in range(len(Tmsh.faces[x].v)):
#find v in RWghts[n][0]
findVal = Tmsh.faces[x].v[y].index
n = 0
while findVal != RWghts[n][0]:
n = n + 1
TmpCol = VtxCol[RWghts[n][1]]
#check if a vertex has more than one influence
if n != len(RWghts)-1:
if RWghts[n][0] == RWghts[n+1][0]:
#if there is more than one influence, use the one with the greater influence
#for simplicity only 2 influences are checked, 2nd and 3rd influences are usually very small
if RWghts[n][2] < RWghts[n+1][2]:
TmpCol = VtxCol[RWghts[n+1][1]]
Tmsh.faces[x].col.append(NMesh.Col(TmpCol[0],TmpCol[1],TmpCol[2],0))
"""
if (DEBUGLOG):
logf.close()
#==================================================================================================
#Building Mesh
#==================================================================================================
print("vertex:",len(verts),"faces:",len(faces))
me_ob.vertices.add(len(verts))
me_ob.faces.add(len(faces)//4)
me_ob.vertices.foreach_set("co", unpack_list(verts))
me_ob.faces.foreach_set("vertices_raw", faces)
me_ob.faces.foreach_set("use_smooth", [False] * len(me_ob.faces))
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#===================================================================================================
#UV Setup
#===================================================================================================
texture = []
texturename = "text1"
#print(dir(bpy.data))
if (len(faceuv) > 0):
uvtex = me_ob.uv_textures.new() #add one uv texture
for i, face in enumerate(me_ob.faces):
blender_tface= uvtex.data[i] #face
blender_tface.uv1 = faceuv[i][0] #uv = (0,0)
blender_tface.uv2 = faceuv[i][1] #uv = (0,0)
blender_tface.uv3 = faceuv[i][2] #uv = (0,0)
texture.append(uvtex)
#for tex in me_ob.uv_textures:
#print("mesh tex:",dir(tex))
#print((tex.name))
#===================================================================================================
#Material Setup
#===================================================================================================
materialname = "mat"
materials = []
matdata = bpy.data.materials.new(materialname)
#color is 0 - 1 not in 0 - 255
#matdata.mirror_color=(float(0.04),float(0.08),float(0.44))
matdata.diffuse_color=(float(0.04),float(0.08),float(0.44))#blue color
#print(dir(me_ob.uv_textures[0].data))
texdata = None
texdata = bpy.data.textures[len(bpy.data.textures)-1]
if (texdata != None):
#print(texdata.name)
#print(dir(texdata))
texdata.name = "texturelist1"
matdata.active_texture = texdata
materials.append(matdata)
#matdata = bpy.data.materials.new(materialname)
#materials.append(matdata)
#= make sure the list isnt too big
for material in materials:
#add material to the mesh list of materials
#===================================================================================================
#
#===================================================================================================
obmesh = bpy.data.objects.new(objName,me_ob)
#check if there is a material to set to
if len(materials) > 0:
obmesh.active_material = materials[0] #material setup tmp
bpy.context.scene.objects.link(obmesh)
bpy.context.scene.update()
print ("PSK2Blender completed")
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#End of def pskimport#########################
def getInputFilename(filename,importmesh,importbone,bDebugLogPSK):
checktype = filename.split('\\')[-1].split('.')[1]
print ("------------",filename)
if checktype.upper() != 'PSK':
print (" Selected file = ",filename)
raise (IOError, "The selected input file is not a *.psk file")
pskimport(filename,importmesh,importbone,bDebugLogPSK)
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from bpy.props import *
class IMPORT_OT_psk(bpy.types.Operator):
'''Load a skeleton mesh psk File'''
bl_idname = "import_scene.psk"
bl_label = "Import PSK"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
# 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 importing the OBJ file", maxlen= 1024, default= "")
importmesh = BoolProperty(name="Mesh", description="Import mesh only. (not yet build.)", default=True)
importbone = BoolProperty(name="Bones", description="Import bones only. Current not working yet.", default=True)
bDebugLogPSK = BoolProperty(name="Debug Log.txt", description="Log the output of raw format. It will save in current file dir. Note this just for testing.", default=False)
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getInputFilename(self.filepath,self.importmesh,self.importbone,self.bDebugLogPSK)
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def menu_func(self, context):
self.layout.operator(IMPORT_OT_psk.bl_idname, text="Skeleton Mesh (.psk)")
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def register():
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bpy.types.INFO_MT_file_import.append(menu_func)
def unregister():
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bpy.types.INFO_MT_file_import.remove(menu_func)
if __name__ == "__main__":
#note this only read the data and will not be place in the scene
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#getInputFilename('C:\\blenderfiles\\BotA.psk')
#getInputFilename('C:\\blenderfiles\\AA.PSK')