diff --git a/io_export_unreal_psk_psa.py b/io_export_unreal_psk_psa.py index 0c7f6dd7d2478939936ce6747bc28318ba6c3192..74a346165c80d33874209a8a93a223a37f86a1db 100644 --- a/io_export_unreal_psk_psa.py +++ b/io_export_unreal_psk_psa.py @@ -763,7 +763,7 @@ def parse_meshes(blender_meshes, psk_file): uv = [faceUV.uv[i][0],faceUV.uv[i][1]] #OR bottom works better # 24 for cube #uv = list(faceUV.uv[i]) #30 just cube else: - print ("No UVs?") + #print ("No UVs?") uv = [0.0, 0.0] #print("UV >",uv) #uv = [0.0, 0.0] #over ride uv that is not fixed @@ -977,7 +977,7 @@ def parse_bone(blender_bone, psk_file, psa_file, parent_id, is_root_bone, parent quat = make_fquat_default(rot_mat.to_quat()) - print ("[[======= FINAL POSITION:", set_position) + #print ("[[======= FINAL POSITION:", set_position) final_parent_id = parent_id #RG/RE - @@ -1114,17 +1114,14 @@ def parse_animation(blender_scene, blender_armatures, psa_file): print("Exporting all action:",bpy.context.scene.unrealactionexportall) print("[==== Action list Start====]") - actionlist = [] - print("Number of Action set(s):",len(bpy.data.actions)) for action in bpy.data.actions:#current number action sets print("========>>>>>") print("Action Name:",action.name) - actionlist.append(action.name) - print("Groups:") - for bone in action.groups: - print("> Name: ",bone.name) + #print("Groups:") + #for bone in action.groups: + #print("> Name: ",bone.name) #print(dir(bone)) print("[==== Action list End ====]") @@ -1144,10 +1141,10 @@ def parse_animation(blender_scene, blender_armatures, psa_file): print("[=========================]") for ActionNLA in bpy.data.actions: - + print("\n==== Action Set ====") nobone = 0 baction = True - print("\nChecking actions matching groups with bone names...") + #print("\nChecking actions matching groups with bone names...") #Check if the bone names matches the action groups names for group in ActionNLA.groups: for abone in bonenames: @@ -1157,10 +1154,11 @@ def parse_animation(blender_scene, blender_armatures, psa_file): break #if action groups matches the bones length and names matching the gourps do something if (len(ActionNLA.groups) == len(bonenames)) and (nobone == len(ActionNLA.groups)): - print("Action Set found for this Armature Object: Action set Name: ",ActionNLA.name) + print("Action Set match: Pass") baction = True else: - print("Action Set does not match for this Armature Object! , Action set Name: " ,ActionNLA.name) + print("Action Set match: Fail") + print("Action Name:",ActionNLA.name) baction = False if baction == True: @@ -1190,8 +1188,7 @@ def parse_animation(blender_scene, blender_armatures, psa_file): #this deal with action export control if bHaveAction == True: - print("") - print("==== Action Set ====") + print("Action Name:",action_name) #look for min and max frame that current set keys framemin, framemax = act.frame_range @@ -1452,7 +1449,7 @@ def parse_animation(blender_scene, blender_armatures, psa_file): exportmessage = "Export Finish" -def fs_callback(filename, context, user_setting): +def fs_callback(filename, context): #this deal with repeat export and the reset settings global bonedata, BBCount, nbone, exportmessage bonedata = []#clear array @@ -1612,11 +1609,11 @@ def fs_callback(filename, context, user_setting): #DONE print ("PSK/PSA Export Complete") -def write_data(path, context, user_setting): +def write_data(path, context): print("//============================") print("// running psk/psa export...") print("//============================") - fs_callback(path, context, user_setting) + fs_callback(path, context) pass from bpy.props import * @@ -1669,7 +1666,6 @@ class ExportUDKAnimData(bpy.types.Operator): # to the class instance from the operator settings before calling. filepath = StringProperty(name="File Path", description="Filepath used for exporting the PSA file", maxlen= 1024, default= "") - use_setting = BoolProperty(name="No Options Yet", description="No Options Yet", default= True) pskexportbool = BoolProperty(name="Export PSK", description="Export Skeletal Mesh", default= True) psaexportbool = BoolProperty(name="Export PSA", description="Export Action Set (Animation Data)", default= True) actionexportall = BoolProperty(name="All Actions", description="This will export all the actions that matches the current armature.", default=False) @@ -1690,7 +1686,12 @@ class ExportUDKAnimData(bpy.types.Operator): else: bpy.context.scene.unrealexportpsa = False - write_data(self.filepath, context, self.use_setting) + if (self.actionexportall): + bpy.context.scene.unrealactionexportall = True + else: + bpy.context.scene.unrealactionexportall = False + + write_data(self.filepath, context) self.report({'WARNING', 'INFO'}, exportmessage) return {'FINISHED'} @@ -1700,7 +1701,6 @@ class ExportUDKAnimData(bpy.types.Operator): wm.add_fileselect(self) return {'RUNNING_MODAL'} - class VIEW3D_PT_unrealtools_objectmode(bpy.types.Panel): bl_space_type = "VIEW_3D" bl_region_type = "TOOLS" @@ -1765,7 +1765,7 @@ class OBJECT_OT_UnrealExport(bpy.types.Operator): print("Exporting ALL...") default_path = os.path.splitext(bpy.data.filepath)[0] + ".psk" - fs_callback(default_path, bpy.context, False) + fs_callback(default_path, bpy.context) #self.report({'WARNING', 'INFO'}, exportmessage) self.report({'INFO'}, exportmessage)