-
Luca Bonavita authored
READ THIS TO AVOID A LOT OF WORK! New way of linking to tracker pages: just use the parameter "aid" (artifact ID), to avoid a lot of manual updates later in wiki and svn. Example: ========= OLD WAY TO LINK TO TRACKER ----------------------------- Complete url of a script in Upload http://projects.blender.org/tracker/index.php?func=detail&aid=25349&group_id=153&atid=467 If we move this in contrib this url will become http://projects.blender.org/tracker/index.php?func=detail&aid=25349&group_id=153&atid=468 467 becomes 468, so we have to update this in wiki page. Later on, when this moves into Trunk, the url will become http://projects.blender.org/tracker/index.php?func=detail&aid=25349&group_id=153&atid=469 468 becomes 469, so we have to update the url in wiki page and svn. Annoying! NEW WAY TO LINK TO TRACKER ----------------------------- Best way to link to tracker page is using: http://projects.blender.org/tracker/index.php?func=detail&aid=25349 Use "func=detail" Use "aid" (which is the "artifact ID") DON'T use "group_id" (which is the project ID, bf-extensions is project 153) DON'T use "atid" (which is the "artifacts tracker ID") Like this, the url is unique, and we will avoid to update wiki pages and svn after moving pages [[Split portion of a mixed commit.]]
Luca Bonavita authoredREAD THIS TO AVOID A LOT OF WORK! New way of linking to tracker pages: just use the parameter "aid" (artifact ID), to avoid a lot of manual updates later in wiki and svn. Example: ========= OLD WAY TO LINK TO TRACKER ----------------------------- Complete url of a script in Upload http://projects.blender.org/tracker/index.php?func=detail&aid=25349&group_id=153&atid=467 If we move this in contrib this url will become http://projects.blender.org/tracker/index.php?func=detail&aid=25349&group_id=153&atid=468 467 becomes 468, so we have to update this in wiki page. Later on, when this moves into Trunk, the url will become http://projects.blender.org/tracker/index.php?func=detail&aid=25349&group_id=153&atid=469 468 becomes 469, so we have to update the url in wiki page and svn. Annoying! NEW WAY TO LINK TO TRACKER ----------------------------- Best way to link to tracker page is using: http://projects.blender.org/tracker/index.php?func=detail&aid=25349 Use "func=detail" Use "aid" (which is the "artifact ID") DON'T use "group_id" (which is the project ID, bf-extensions is project 153) DON'T use "atid" (which is the "artifacts tracker ID") Like this, the url is unique, and we will avoid to update wiki pages and svn after moving pages [[Split portion of a mixed commit.]]
io_import_scene_unreal_psk.py 22.38 KiB
# ##### BEGIN GPL LICENSE BLOCK #####
#
# 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.
#
# 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 #####
bl_addon_info = {
"name": "Import Unreal Skeleton Mesh(.psk)",
"author": "Darknet",
"version": (2, 0),
"blender": (2, 5, 3),
"api": 31847,
"location": "File > Import ",
"description": "Import Unreal Engine (.psk)",
"warning": "",
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"
"Scripts/Import-Export/Unreal_psk_psa",
"tracker_url": "https://projects.blender.org/tracker/index.php?"\
"func=detail&aid=21366",
"category": "Import-Export"}
"""
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 )
"""
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
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
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)
"""
class md5_bone:
bone_index=0
name=""
bindpos=[]
bindmat=[]
scale = []
parent=""
parent_index=0
blenderbone=None
roll=0
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
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
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]))
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):
global DEBUGLOG
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)
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
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))
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().resize4x4().rotation_part()
#parent_head = parentbone.head * parentbone.matrix.to_quat().inverse()
#parent_tail = parentbone.tail * parentbone.matrix.to_quat().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:
rotmatrix = bone.bindmat.to_matrix().resize4x4().rotation_part()
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")
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")
#Tmsh.update()
#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))
me_ob.update()
#===================================================================================================
#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
me_ob.materials.append(material)
#===================================================================================================
#
#===================================================================================================
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")
#End of def pskimport#########################
def getInputFilename(filename):
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)
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"
# 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= "")
def execute(self, context):
getInputFilename(self.filepath)
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
wm.fileselect_add(self)
return {'RUNNING_MODAL'}
def menu_func(self, context):
self.layout.operator(IMPORT_OT_psk.bl_idname, text="Skeleton Mesh (.psk)")
def register():
bpy.types.INFO_MT_file_import.append(menu_func)
def unregister():
bpy.types.INFO_MT_file_import.remove(menu_func)
if __name__ == "__main__":
register()
#note this only read the data and will not be place in the scene
#getInputFilename('C:\\blenderfiles\\BotA.psk')
#getInputFilename('C:\\blenderfiles\\AA.PSK')