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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.
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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 #####
"name": "Import Unreal Skeleton Mesh (.psk)",
"location": "File > Import > Skeleton Mesh (.psk)",
"description": "Import Skeleleton Mesh",
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"
"tracker_url": "https://projects.blender.org/tracker/index.php?"\
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"""
Version': '2.0' ported by Darknet
Unreal Tournament PSK file to Blender mesh converter V1.0
Author:
-Darknet (Redesign and reworked)
-D.M. Sturgeon (camg188 at the elYsium forum)
-#2011-01-20 MARIUSZ SZKARADEK GLOGOW POLAND
Imports a *psk file to a new mesh
-No UV Texutre
-No Weight
-No Armature Bones
-No Material ID
"""
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import bpy
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import mathutils
import math
from string import *
from struct import *
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from math import *
from bpy_extras.io_utils import unpack_list, unpack_face_list
Quaternion = mathutils.Quaternion
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bpy.types.Scene.unrealbonesize = FloatProperty(
name="Bone Length",
description="Bone Length from head to tail distance",
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#output log in to txt file
DEBUGLOG = False
scale = 1.0
bonesize = 1.0
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skala = 1
flipyz = False
flipuv = True
#pack read words
def word(long):
s=''
for j in range(0,long):
lit = struct.unpack('c',plik.read(1))[0]
#print(">",lit)
#print(">",bytes.decode(lit))
if ord(lit)!=0:
#print(lit)
s+=bytes.decode(lit)
if len(s)>100:
break
return s
#pack read data
def b(n):
return struct.unpack(n*'b', plik.read(n))
def B(n):
return struct.unpack(n*'B', plik.read(n))
def h(n):
return struct.unpack(n*'h', plik.read(n*2))
def H(n):
return struct.unpack(n*'H', plik.read(n*2))
def i(n):
return struct.unpack(n*'i', plik.read(n*4))
def f(n):
return struct.unpack(n*'f', plik.read(n*4))
#work in progress
#bmesh
#tess function prefix
def drawmesh():
global DEBUGLOG, plik,vertexes,uvcoord,faceslist,num_faces,facemat,facesmooth,m
global vertexes_ids,bonesdata,meshesdata,groups,num_materials,skala,flipyz,flipuv,mat_faceslist
global vertices,faces
print(faces[0])
print("[CREATING MESH:]")
me_ob = bpy.data.meshes.new('testmesh')
#create mesh
print("-Vertices count:",len(vertices))
me_ob.vertices.add(len(vertices))
print("-Faces count:",len(faces))
me_ob.tessfaces.add(len(faces))
print("-Creating vertices points...")
me_ob.vertices.foreach_set("co", unpack_list(vertices))
print("-Creating faces idx...")
me_ob.tessfaces.foreach_set("vertices_raw",unpack_list( faces))
for face in me_ob.tessfaces:
print(dir(face))
face.use_smooth = facesmooth[face.index]
#face.material_index = facemat[face.index]#not yet working
print("-Creating UV Texture...")
me_ob.tessface_uv_textures.new('uvtexture')
#uvtex = me_ob.tessface_uv_textures[0]
for uv in me_ob.tessface_uv_textures:
for face in me_ob.tessfaces:
#uv.data[face.index].uv1.x =
#print(uv.data[face.index].uv1)
#uv.data[face.index].uv1 = Vector(uvcoord[faces[face.index]][0],uvcoord[face.index][1])
print(face.vertices_raw[0],face.vertices_raw[1],face.vertices_raw[2])
uv.data[face.index].uv1 = mathutils.Vector((uvcoord[face.vertices_raw[0]][0],uvcoord[face.vertices_raw[0]][1]))
uv.data[face.index].uv2 = mathutils.Vector((uvcoord[face.vertices_raw[1]][0],uvcoord[face.vertices_raw[1]][1]))
uv.data[face.index].uv3 = mathutils.Vector((uvcoord[face.vertices_raw[2]][0],uvcoord[face.vertices_raw[2]][1]))
ob = bpy.data.objects.new("TestObject",me_ob)
#create vertex group
for bone_id in range(len(bonesdata)):
bonedata = bonesdata[str(bone_id)]
namebone = bonedata[0]#.strip()[-25:]
#print("NAME:",namebone)
ob.vertex_groups.new(namebone)
me_ob.update()
bpy.context.scene.objects.link(ob)
#Create Armature
def check_armature():
global DEBUGLOG, plik,vertexes,uvcoord,faceslist,num_faces,facemat,facesmooth,m
global vertexes_ids,bonesdata,meshesdata,groups,num_materials,skala,flipyz,flipuv,amt
#create Armature
bpy.ops.object.mode_set(mode='OBJECT')
for i in bpy.context.scene.objects: i.select = False #deselect all objects
bpy.ops.object.add(
type='ARMATURE',
enter_editmode=True,
location=(0,0,0))
ob = bpy.context.object
ob.show_x_ray = True
ob.name = "ARM"
amt = ob.data
amt.name = 'Amt'
amt.show_axes = True
bpy.ops.object.mode_set(mode='EDIT')
bpy.context.scene.update()
#Create bones
def make_bone():
global DEBUGLOG, plik,vertexes,uvcoord,faceslist,num_faces,facemat,facesmooth,m
global vertexes_ids,bonesdata,meshesdata,groups,num_materials,skala,flipyz,flipuv,amt
global bonenames
bonenames = []
print ('make bone')
for bone_id in range(len(bonesdata)):
bonedata = bonesdata[str(bone_id)]
namebone = bonedata[0]#.strip()[-25:]
newbone = amt.edit_bones.new(namebone)
#those are need to show in the scene
newbone.head = (0,0,0)
newbone.tail = (0,0,1)
bonenames.append(namebone)
bpy.context.scene.update()
#Make bone parent
def make_bone_parent():
global DEBUGLOG, plik,vertexes,uvcoord,faceslist,num_faces,facemat,facesmooth,m
global vertexes_ids,bonesdata,meshesdata,groups,num_materials,skala,flipyz,flipuv,amt
global children
children = {}
print ('make bone parent')
for bone_id in range(len(bonesdata)):
bonedata = bonesdata[str(bone_id)]
namebone = bonenames[bone_id]
nameparent = bonenames[bonedata[1][2]]
#print(nameparent)
if nameparent != None:#make sure it has name
parentbone = amt.edit_bones[nameparent]
bonecurrnet = amt.edit_bones[namebone]
bonecurrnet.parent = parentbone
bpy.context.scene.update()
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#make bone martix set
def bones_matrix():
global DEBUGLOG, plik,vertexes,uvcoord,faceslist,num_faces,facemat,facesmooth,m
global vertexes_ids,bonesdata,meshesdata,groups,num_materials,skala,flipyz,flipuv,amt
for bone_id in range(len(bonesdata)):
bonedata = bonesdata[str(bone_id)]
namebone = bonedata[0]#.strip()[-25:]
nameparent = bonenames[bonedata[1][2]]
pos = bonedata[2][4:7]
rot = bonedata[2][0:4]
qx,qy,qz,qw = rot[0],rot[1],rot[2],rot[3]
#print("Quaternion:",qx,qy,qz,qw)
if bone_id==0:
rot = mathutils.Quaternion((qw,-qx,-qy,-qz))
if bone_id!=0:
rot = mathutils.Quaternion((qw,qx,qy,qz))
matrix = mathutils.Matrix()
rot = rot.to_matrix().inverted()
#print(rot)
matrix[0][:3] = rot[0]
matrix[1][:3] = rot[1]
matrix[2][:3] = rot[2]
matrix[3][:3] = pos
if bone_id>0:
bonedata.append(matrix*bonesdata[str(bonedata[1][2])][3])
else:
bonedata.append(matrix)
bpy.context.scene.update()
#not working
def make_bone_position():
print ('make bone position')
bpy.ops.object.mode_set(mode='EDIT')
for bone_id in range(len(bonesdata)):
bonedata = bonesdata[str(bone_id)]
namebone = bonedata[0]#.strip()[-25:]
bone = amt.edit_bones[namebone]
bone.transform(bonedata[3], scale=True, roll=True)
bvec = bone.tail- bone.head
bvec.normalize()
bone.tail = bone.head + 0.1 * bvec
#bone.tail = bone.head + 1 * bvec
bpy.context.scene.update()
#not working
def make_bone_position1():
print ('make bone position')
bpy.ops.object.mode_set(mode='EDIT')
for bone_id in range(len(bonesdata)):
bonedata = bonesdata[str(bone_id)]
namebone = bonedata[0]#.strip()[-25:]
pos = bonedata[2][4:7]
pos1 = pos[0]*skala
pos2 = pos[1]*skala
pos3 = pos[2]*skala
if flipyz == False:
pos = [pos1,pos2,pos3]
if flipyz == True:
pos = [pos1,-pos3,pos2]
rot = bonedata[2][0:4]
qx,qy,qz,qw = rot[0],rot[1],rot[2],rot[3]
if bone_id==0:
rot = mathutils.Quaternion((qw,-qx,-qy,-qz))
if bone_id!=0:
rot = mathutils.Quaternion((qw,qx,qy,qz))
#rot = rot.toMatrix().invert()
rot = rot.to_matrix().inverted()
bone = amt.edit_bones[namebone]
#print("BONES:",amt.bones[0])
if bone_id!=0:
bone.head = bone.parent.head+mathutils.Vector(pos) * bone.parent.matrix
#print(dir(rot))
#print("rot:",rot)
#print("matrix:",bone.parent.matrix)
tempM = rot.to_4x4()*bone.parent.matrix
#bone.matrix = tempM
bone.transform(tempM, scale=False, roll=True)
#bone.matrix_local = tempM
else:
bone.head = mathutils.Vector(pos)
#bone.matrix = rot
bone.transform(rot, scale=False, roll=True)
#bone.matrix_local = rot
bvec = bone.tail- bone.head
bvec.normalize()
bone.tail = bone.head + 0.1 * bvec
#bone.tail = bone.head + 1 * bvec
#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]))
""" #did not port this yet unstable but work in some ways
def make_bone_position3():
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
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?
newbone.transform(bone.bindmat.to_matrix().to_4x4(),True,True)
#parent_head = parentbone.matrix.to_quaternion().inverse() * parentbone.head
#parent_tail = parentbone.matrix.to_quaternion().inverse() * parentbone.tail
#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)
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newbone.tail.x = parentbone.head.x + (pos_x + bonesize * rotmatrix[0][1])
newbone.tail.y = parentbone.head.y + (pos_y + bonesize * rotmatrix[1][1])
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newbone.tail.z = parentbone.head.z + (pos_z + bonesize * rotmatrix[2][1])
#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]
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newbone.tail.x = bone.bindpos[0] + bonesize * rotmatrix[0][1]
newbone.tail.y = bone.bindpos[1] + bonesize * rotmatrix[1][1]
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newbone.tail.z = bone.bindpos[2] + bonesize * rotmatrix[2][1]
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#print("no parent")
"""
#import psk file
def pskimport(filename,importmesh,importbone,bDebugLogPSK,importmultiuvtextures):
global DEBUGLOG, plik,vertexes,uvcoord,faceslist,num_faces,facemat,facesmooth,m
global vertexes_ids,bonesdata,meshesdata,groups,num_materials,skala,flipyz,flipuv,amt,vertices,faces
points = []
vertexes = []
vertices = []
uvcoord = []
faceslist = []
datafaces = []
faces = []
facemat = []
facesmooth = []
groups = []
vertexes_ids = []
bonesdata = {}
meshesdata ={}
DEBUGLOG = bDebugLogPSK
print ("--------------------------------------------------")
print ("---------SCRIPT EXECUTING PYTHON IMPORTER---------")
print ("--------------------------------------------------")
print (" DEBUG Log:",bDebugLogPSK)
print ("Importing file: ", filename)
#------POINTS------
print ('reading points')
word(20)
data = i(3)
num_points = data[2]
for m in range(num_points):
v=f(3)
v1 =v[0]*skala
v2 =v[1]*skala
v3 =v[2]*skala
if flipyz == False:
points.append([v1,v2,v3])
if flipyz == True:
points.append([v1,-v3,v2])
vertexes_ids.append([])
#------VERTEXES----
print ('reading vertexes')
word(20)
data = i(3)
num_vertexes = data[2]
for m in range(num_vertexes):
data1 = H(2)
vertexes.append(points[data1[0]])
vertices.append(points[data1[0]])
#vertices.extend(points[data1[0]])
#vertices.extend([(points[data1[0]][0],points[data1[0]][1],points[data1[0]][2] )])
#vertices.extend([(points[data1[0]][0],points[data1[0]][1],points[data1[0]][2] )])
#print(points[data1[0]])
if flipuv == False:
uvcoord.append([f(1)[0],1-f(1)[0]])
if flipuv == True:
uvcoord.append([f(1)[0],f(1)[0]])
vertexes_ids[data1[0]].append(m)
b(2),h(1)
#------FACES-------
print ('reading faces')
word(20)
data = i(3)
num_faces = data[2]
for m in range(num_faces):
v0=H(1)[0]
v1=H(1)[0]
v2=H(1)[0]
faceslist.append([v1,v0,v2])
faces.extend([(v1,v0,v2,0)])
#faces.append([v1,v0,v2])
#print((v1,v0,v2,0))
mat_ids = B(2)
facemat.append(mat_ids)
if str(mat_ids[0]) not in meshesdata:
meshesdata[str(mat_ids[0])] = []
meshesdata[str(mat_ids[0])].append(m)
facesmooth.append(i(1)[0])
#datafaces.append([v1,v0,v2],mat_ids
#------MATERIALS---
print ('making materials')
word(20)
data = i(3)
num_materials = data[2]
for m in range(num_materials):
name = word(64)
print ('read materials from',name)
matdata = bpy.data.materials.new(name)
#try:
#mat = Material.Get(namemodel+'-'+str(m))
#mat = Material.Get(name)
#except:
#mat = Material.New(namemodel+'-'+str(m))
#mat = Material.New(name)
i(6)
#make_materials(name,mat)
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#-------BONES------
print ('reading bones')
#check_armature()
check_armature()
word(20)
data = i(3)
num_bones = data[2]
for m in range(num_bones):
#print(str(m)) #index
bonesdata[str(m)] = []
bonename = word(64)
bonename = bonename#.strip()
bonename = bonename.strip()
#print(bonename)#bone name
bonesdata[str(m)].append(bonename)
bonesdata[str(m)].append(i(3))
bonesdata[str(m)].append(f(11))
make_bone()
make_bone_parent()
bones_matrix()
make_bone_position1()
#-------SKINNING---
print ('making skinning')
word(20)
data = i(3)
num_groups = data[2]
for m in range(num_groups):
w = f(1)[0]
v_id = i(1)[0]
gr = i(1)[0]
groups.append([w,v_id,gr])
#create Mesh
drawmesh()
print ("IMPORTER PSK Blender 2.6 completed")
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#End of def pskimport#########################
def getInputFilename(self,filename,importmesh,importbone,bDebugLogPSK,importmultiuvtextures):
checktype = filename.split('\\')[-1].split('.')[1]
print ("------------",filename)
if checktype.lower() != 'psk':
print (" Selected file = ",filename)
raise (IOError, "The selected input file is not a *.psk file")
#self.report({'INFO'}, ("Selected file:"+ filename))
else:
pskimport(filename,importmesh,importbone,bDebugLogPSK,importmultiuvtextures)
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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"
bl_options = {'UNDO'}
# 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",
options={'HIDDEN'},
)
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,
)
importmultiuvtextures = BoolProperty(
name="Single UV Texture(s)",
description="Single or Multi uv textures",
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,
)
unrealbonesize = FloatProperty(
name="Bone Length",
description="Bone Length from head to tail distance",
default=1,
min=0.001,
max=1000,
)
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getInputFilename(self,self.filepath,self.importmesh,self.importbone,self.bDebugLogPSK,self.importmultiuvtextures)
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#import panel psk
class OBJECT_OT_PSKPath(bpy.types.Operator):
bl_idname = "object.pskpath"
bl_label = "PSK Path"
__doc__ = ""
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filepath = StringProperty(
subtype='FILE_PATH',
)
filter_glob = StringProperty(
default="*.psk",
options={'HIDDEN'},
)
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,
)
importmultiuvtextures = BoolProperty(
name="Single UV Texture(s)",
description="Single or Multi uv textures",
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,
)
unrealbonesize = FloatProperty(
name="Bone Length",
description="Bone Length from head to tail distance",
default=1,
min=0.001,
max=1000,
)
def execute(self, context):
#context.scene.importpskpath = self.properties.filepath
bpy.types.Scene.unrealbonesize = self.unrealbonesize
getInputFilename(self,self.filepath,self.importmesh,self.importbone,self.bDebugLogPSK,self.importmultiuvtextures)
return {'FINISHED'}
def invoke(self, context, event):
#bpy.context.window_manager.fileselect_add(self)
wm = context.window_manager
wm.fileselect_add(self)
return {'RUNNING_MODAL'}
#import panel psa
class OBJECT_OT_PSAPath(bpy.types.Operator):
bl_idname = "object.psapath"
bl_label = "PSA Path"
__doc__ = ""
filepath = StringProperty(name="PSA File Path", description="Filepath used for importing the PSA file", maxlen= 1024, default= "")
filter_glob = StringProperty(
default="*.psa",
options={'HIDDEN'},
)
def execute(self, context):
context.scene.importpsapath = self.properties.filepath
return {'FINISHED'}
def invoke(self, context, event):
bpy.context.window_manager.fileselect_add(self)
return {'RUNNING_MODAL'}
class OBJECT_OT_Path(bpy.types.Operator):
bl_idname = "object.path"
bl_label = "MESH BUILD TEST"
__doc__ = ""
# generic transform props
view_align = BoolProperty(
name="Align to View",
default=False,
)
location = FloatVectorProperty(
name="Location",
subtype='TRANSLATION',
)
rotation = FloatVectorProperty(
name="Rotation",
subtype='EULER',
)
def execute(self, context):
return {'FINISHED'}
def invoke(self, context, event):
me = bpy.data.meshes.new("test")
obmade = bpy.data.objects.new("TestObject",me)
print("Create Simple Mesh")
bpy.data.scenes[0].objects.link(obmade)
for i in bpy.context.scene.objects: i.select = False #deselect all objects
obmade.select = True
bpy.context.scene.objects.active = obmade
verts = [(0,0,0),(2,0,0),(2,0,2)]
edges = [(0,1),(1,2),(2,0)]
faces = []
faces.extend([(0,1,2,0)])
#me.vertices.add(len(verts))
#print(dir(me))
me.vertices.add(len(verts))
me.tessfaces.add(len(faces))
for face in me.tessfaces:
print(dir(face))
me.vertices.foreach_set("co", unpack_list(verts))
me.tessfaces.foreach_set("vertices_raw", unpack_list(faces))
me.edges.add(len(edges))
me.edges.foreach_set("vertices", unpack_list(edges))
#print(len(me.tessfaces))
me.tessface_uv_textures.new("uvtexture")
#for uv in me.tessface_uv_textures:
#print(len(uv.data))
#print(dir(uv.data[0]))
#print(dir(uv.data[0].uv1))
return {'RUNNING_MODAL'}
#import menu panel tool bar
class VIEW3D_PT_unrealimport_objectmode(bpy.types.Panel):
bl_space_type = "VIEW_3D"
bl_region_type = "TOOLS"
bl_label = "Import PSK/PSA"
@classmethod
def poll(cls, context):
return context.active_object
def draw(self, context):
layout = self.layout
rd = context.scene
row2 = layout.row(align=True)
row2.operator(OBJECT_OT_PSKPath.bl_idname)
row2.operator(OBJECT_OT_PSAPath.bl_idname)
row2.operator(OBJECT_OT_Path.bl_idname)
#import panel
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')