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break
if bselected:
print("Selected Face(s) Exectue!")
self.report({'INFO'}, "Selected Face(s) Exectue!")
else:
print("Didn't select Mesh Object!")
self.report({'INFO'}, "Didn't Select Mesh Object!")
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print("----------------------------------------")
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class OBJECT_OT_MeshClearWeights(bpy.types.Operator):
Sebastian Nell
committed
"""Remove all mesh vertex groups weights for the bones."""
bl_idname = "object.meshclearweights" # XXX, name???
bl_label = "Remove Vertex Weights"#"Remove Mesh vertex weights"
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def invoke(self, context, event):
for obj in bpy.data.objects:
if obj.type == 'MESH' and obj.select == True:
for vg in obj.vertex_groups:
obj.vertex_groups.remove(vg)
self.report({'INFO'}, "Mesh Vertex Groups Remove!")
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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
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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 != 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:
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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
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#print("creating mesh object...")
#me_ob.from_pydata(verts, [], faces)
me_ob.vertices.add(len(verts))
me_ob.tessfaces.add(len(faces))
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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
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#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];
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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(bpy.types.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"
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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 == True:
rebuildmesh(obj)
self.report({'INFO'}, "Rebuild Mesh Finish!")
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
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bpy.ops.object.mode_set(mode='EDIT')
for bone in obj.data.edit_bones:
if bone.parent != None:
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')
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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
if bone.parent != None:
parentbone = ob_new.data.edit_bones[bone.parent.name]
newbone.parent = parentbone
ob_new.animation_data_create()#create animation data
if obj.animation_data != None:#check for animation
ob_new.animation_data.action = obj.animation_data.action #just make sure it here to do the animations if exist
print("Armature Object Name:",ob_new.name)
return ob_new
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class OBJECT_OT_UTRebuildArmature(bpy.types.Operator):
Sebastian Nell
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"""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
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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 == True:
rebuildarmature(obj)
self.report({'INFO'}, "Rebuild Armature Finish!")
print("End of Rebuild Armature.")
print("----------------------------------------")
return{'FINISHED'}
class UDKActionSetListPG(bpy.types.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")
bpy.utils.register_class(UDKActionSetListPG)
bpy.types.Scene.udkas_list = CollectionProperty(type=UDKActionSetListPG)
bpy.types.Scene.udkas_list_idx = IntProperty()
Sebastian Nell
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class UL_UDKActionSetList(bpy.types.UIList):
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")
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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")
bpy.utils.register_class(UDKObjListPG)
bpy.types.Scene.udkobj_list = CollectionProperty(type=UDKObjListPG)
bpy.types.Scene.udkobj_list_idx = IntProperty()
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class UL_UDKObjList(bpy.types.UIList):
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="")
class UDKMeshListPG(bpy.types.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")
bpy.utils.register_class(UDKMeshListPG)
bpy.types.Scene.udkmesh_list = CollectionProperty(type=UDKMeshListPG)
bpy.types.Scene.udkmesh_list_idx = IntProperty()
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class UL_UDKMeshList(bpy.types.UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
layout.label(item.name)
#layout.prop(item, "bselect", text="Select")
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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")
bpy.utils.register_class(UDKArmListPG)
bpy.types.Scene.udkArm_list = CollectionProperty(type=UDKArmListPG)
bpy.types.Scene.udkArm_list_idx = IntProperty()
class UL_UDKArmList(bpy.types.UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
layout.label(item.name)
class Panel_UDKExport( bpy.types.Panel ):
bl_label = "UDK Export"
bl_idname = "OBJECT_PT_udk_tools"
#bl_space_type = "PROPERTIES"
#bl_region_type = "WINDOW"
#bl_context = "object"
bl_space_type = "VIEW_3D"
bl_region_type = "TOOLS"
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#def draw_header(self, context):
# layout = self.layout
#obj = context.object
#layout.prop(obj, "select", text="")
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#@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_clamp_uv")
row10.prop(context.scene, "udk_option_verbose")
row = layout.row()
row.label(text="Active object: " + object_name)
#layout.separator()
layout.prop(context.scene, "udk_option_filename_src")
row = layout.row()
row.label(text=path)
#layout.separator()
layout.prop(context.scene, "udk_option_export")
layout.prop(context.scene, "udk_option_selectobjects")
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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")
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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")
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layout.label(text="Action Set(s) - Match / Export")
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layout.template_list("UL_UDKActionSetList", "", context.scene, "udkas_list",
context.scene, "udkas_list_idx", rows=5)
test = 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)
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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)
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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 == 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
if bfound_objv == 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
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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 == 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 == 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
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class OBJECT_OT_UDKObjUpdate(bpy.types.Operator):
Sebastian Nell
committed
"""This will update the filter of the mesh and armature."""
bl_idname = "object.selobjectpdate"
bl_label = "Update Object(s)"
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actionname = bpy.props.StringProperty()
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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 == 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
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if objmesh != None:
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)
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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)
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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(bpy.types.Operator):
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"""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 causes an bug."""
bl_idname = "object.udkcheckmeshline"
bl_label = "Check Mesh Vertices"
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def execute(self, context):
message = udkcheckmeshline()
self.report({'ERROR'}, message)
return{'FINISHED'}
class OBJECT_OT_ActionSetAnimUpdate(bpy.types.Operator):
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"""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)"
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actionname = bpy.props.StringProperty()
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def execute(self, context):
my_sett = bpy.context.scene.udkas_list
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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 == True:
armatureselected.append(objarm)
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if len(armatureselected) == len(armatures) == 1:
armature = armatures[0]
if len(armatures) == 1:
armature = armatures[0]
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if len(armatureselected) == 1:
armature = armatureselected[0]
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if armature != None:
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 != True:
my_item = my_sett.add()
#print(dir(my_item.bmatch))
my_item.name = action.name
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#my_item.template_list_controls = "bmatch:bexport"
if len(bones) == len(action.groups) == count:
my_item.bmatch = True
else:
my_item.bmatch = False
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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)
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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
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return{'FINISHED'}
class ExportUDKAnimData(bpy.types.Operator):
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"""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_smoothing_groups = bpy.types.Scene.udk_option_smoothing_groups
udk_option_clamp_uv = bpy.types.Scene.udk_option_clamp_uv
udk_option_verbose = bpy.types.Scene.udk_option_verbose
udk_option_filename_src = bpy.types.Scene.udk_option_filename_src
udk_option_export = bpy.types.Scene.udk_option_export
udk_option_scale = bpy.types.Scene.udk_option_scale
udk_option_rebuildobjects = bpy.types.Scene.udk_option_rebuildobjects
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@classmethod
def poll(cls, context):
return context.active_object != 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
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filepath = get_dst_path()
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# cache settings
restore_frame = scene.frame_current
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message = "Finish Export!"
try:
export(filepath)
except Error as err:
print(err.message)
message = err.message
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# restore settings
scene.frame_set(restore_frame)
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self.report({'WARNING', 'INFO'}, message)
return {'FINISHED'}
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def invoke(self, context, event):
wm = context.window_manager
wm.fileselect_add(self)
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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
#===========================================================================
# Entry
#===========================================================================
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def register():
#print("REGISTER")
bpy.utils.register_module(__name__)
bpy.types.INFO_MT_file_export.append(menu_func)
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def unregister():
#print("UNREGISTER")
bpy.utils.unregister_module(__name__)
bpy.types.INFO_MT_file_export.remove(menu_func)
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if __name__ == "__main__":
#print("\n"*4)
print(header("UDK Export PSK/PSA 2.6", 'CENTER'))
register()
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#loader
#filename = "D:/Projects/BlenderScripts/io_export_udk_psa_psk_alpha.py"
#exec(compile(open(filename).read(), filename, 'exec'))