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class OBJECT_OT_UnrealExport(bpy.types.Operator):
bl_idname = "export_mesh.udk" # XXX, name???
__doc__ = """Select export setting for .psk/.psa or both"""
def invoke(self, context, event):
print("Init Export Script:")
if(int(bpy.context.scene.unrealexport_settings) == 0):
bpy.context.scene.unrealexportpsk = True
bpy.context.scene.unrealexportpsa = False
print("Exporting PSK...")
if(int(bpy.context.scene.unrealexport_settings) == 1):
bpy.context.scene.unrealexportpsk = False
bpy.context.scene.unrealexportpsa = True
print("Exporting PSA...")
if(int(bpy.context.scene.unrealexport_settings) == 2):
bpy.context.scene.unrealexportpsk = True
bpy.context.scene.unrealexportpsa = True
print("Exporting ALL...")
default_path = os.path.splitext(bpy.data.filepath)[0] + ".psk"
fs_callback(default_path, bpy.context)
class OBJECT_OT_ToggleConsle(bpy.types.Operator):
global exportmessage
bl_idname = "object.toggleconsle" # XXX, name???
bl_label = "Toggle Console"
__doc__ = "Show or Hide Console"
def invoke(self, context, event):
bpy.ops.wm.console_toggle()
return{'FINISHED'}
class OBJECT_OT_UTSelectedFaceSmooth(bpy.types.Operator):
bl_idname = "object.utselectfacesmooth" # XXX, name???
bl_label = "Select Smooth faces"
__doc__ = """It will only select smooth faces that is select mesh"""
print("----------------------------------------")
print("Init Select Face(s):")
bselected = False
for obj in bpy.data.objects:
if obj.type == 'MESH' and obj.select == True:
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smoothcount = 0
flatcount = 0
bpy.ops.object.mode_set(mode='OBJECT')#it need to go into object mode to able to select the faces
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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:
print(dir(face))
if face.smooth == True:
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smoothcount += 1
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flatcount += 1
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bpy.context.scene.update()
print("Select Smooth Count(s):",smoothcount," Flat Count(s):",flatcount)
bselected = True
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!")
print("----------------------------------------")
class OBJECT_OT_DeleteActionSet(bpy.types.Operator):
bl_idname = "object.deleteactionset" # XXX, name???
bl_label = "Delete Action Set"
__doc__ = """It will remove the first top of the index of the action list. Reload file to remove it. It used for unable to delete action set. """
def invoke(self, context, event):
if len(bpy.data.actions) > 0:
for action in bpy.data.actions:
print("Action:",action.name)
action.user_clear()
break
#bpy.data.actions.remove(act)
print("finish")
return{'FINISHED'}
class OBJECT_OT_MeshClearWeights(bpy.types.Operator):
bl_idname = "object.meshclearweights" # XXX, name???
bl_label = "Mesh Clear Vertex Weights"
__doc__ = """Clear selected mesh vertex group weights for the bones. Be sure you unparent the armature"""
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)
break
return{'FINISHED'}
class OBJECT_OT_UTRebuildArmature(bpy.types.Operator):
bl_idname = "object.utrebuildarmature" # XXX, name???
bl_label = "Rebuild Armature"
__doc__ = """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"""
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:
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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)
for i in bpy.context.scene.objects: i.select = False #deselect all objects
ob_new.select = True
bpy.context.scene.objects.active = obj
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')
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
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print("Bone Count:",len(obj.data.bones))
print("Hold Bone Count",len(currentbone))
print("New Bone Count",len(ob_new.data.edit_bones))
bpy.context.scene.update()
bselected = True
if bselected:
self.report({'INFO'}, "Rebuild Armature Finish!")
else:
self.report({'INFO'}, "Didn't Select Armature Object!")
print("End of Rebuild Armature.")
print("----------------------------------------")
return{'FINISHED'}
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# rounded the vert locations to save a bit of blurb.. change the round value or remove for accuracy i suppose
def rounded_tuple(tup):
return tuple(round(value,4) for value in tup)
def unpack_list(list_of_tuples):
l = []
for t in list_of_tuples:
l.extend(t)
return l
class OBJECT_OT_UTRebuildMesh(bpy.types.Operator):
bl_idname = "object.utrebuildmesh" # XXX, name???
bl_label = "Rebuild Mesh"
__doc__ = """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"""
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def invoke(self, context, event):
print("----------------------------------------")
print("Init Mesh Bebuild...")
bselected = False
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for obj in bpy.data.objects:
if obj.type == 'MESH' and obj.select == True:
for i in bpy.context.scene.objects: i.select = False #deselect all objects
obj.select = True
bpy.context.scene.objects.active = obj
bpy.ops.object.mode_set(mode='OBJECT')
me_ob = bpy.data.meshes.new(("Re_"+obj.name))
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mesh = obj.data
faces = []
verts = []
smoothings = []
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[:]))
faces.extend([(face.vertices[0],face.vertices[1],face.vertices[2],face.vertices[3])])
#vertex positions
for vertex in mesh.vertices:
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
print("creating mesh object...")
#me_ob.from_pydata(verts, [], faces)
me_ob.vertices.add(len(verts))
me_ob.tessfaces.add(len(faces))
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
#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];
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)
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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
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print("Object Name:",obmesh.name)
bpy.context.scene.update()
bselected = True
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break
if bselected:
self.report({'INFO'}, "Rebuild Mesh Finish!")
print("Finish Mesh Build...")
else:
self.report({'INFO'}, "Didn't Select Mesh Object!")
print("Didn't Select Mesh Object!")
print("----------------------------------------")
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return{'FINISHED'}
def menu_func(self, context):
#bpy.context.scene.unrealexportpsk = True
#bpy.context.scene.unrealexportpsa = True
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
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def register():
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bpy.utils.register_module(__name__)
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def unregister():
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bpy.utils.unregister_module(__name__)
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if __name__ == "__main__":