1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723 1724 1725 1726 1727 1728 1729 1730 1731 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741 1742 1743 1744 1745 1746 1747 1748 1749 1750 1751 1752 1753 1754 1755 1756 1757 1758 1759 1760 1761 1762 1763 1764 1765 1766 1767 1768 1769 1770 1771 1772 1773 1774 1775 1776 1777 1778 1779 1780 1781 1782 1783 1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795 1796 1797 1798 1799 1800 1801 1802 1803 1804 1805 1806 1807 1808 1809 1810 1811 1812 1813 1814 1815 1816 1817 1818 1819 1820 1821 1822 1823 1824 1825 1826 1827 1828 1829 1830 1831 1832 1833 1834 1835 1836 1837 1838 1839 1840 1841 1842 1843 1844 1845 1846 1847 1848 1849 1850 1851 1852 1853 1854 1855 1856 1857 1858 1859 1860 1861 1862 1863 1864 1865 1866 1867 1868 1869 1870 1871 1872 1873 1874 1875 1876 1877 1878 1879 1880 1881 1882 1883 1884 1885 1886 1887 1888 1889 1890 1891 1892 1893 1894 1895 1896 1897 1898 1899 1900 1901 1902 1903 1904 1905 1906 1907 1908 1909 1910 1911 1912 1913 1914 1915 1916 1917 1918 1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948 1949 1950 1951 1952 1953 1954 1955 1956 1957 1958 1959 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025 2026 2027 2028 2029 2030 2031 2032 2033 2034 2035 2036 2037 2038 2039 2040 2041 2042 2043 2044 2045 2046 2047 2048 2049 2050 2051 2052 2053 2054 2055 2056 2057 2058 2059 2060 2061 2062 2063 2064 2065 2066 2067 2068 2069 2070 2071 2072 2073 2074 2075 2076 2077 2078 2079 2080 2081 2082 2083 2084 2085 2086 2087 2088 2089 2090 2091 2092 2093 2094 2095 2096 2097 2098 2099 2100 2101 2102 2103 2104 2105 2106 2107 2108 2109 2110 2111 2112 2113 2114 2115 2116 2117 2118 2119 2120 2121 2122 2123 2124 2125 2126 2127 2128 2129 2130 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142 2143 2144 2145 2146 2147 2148 2149 2150 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260
|
#====================== 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 3 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, see <http://www.gnu.org/licenses/>.
# All rights reserved.
#
#======================= END GPL LICENSE BLOCK =============================
bl_info = {
"name": "Export Unreal Engine Format(.psk/.psa)",
"author": "Darknet/Optimus_P-Fat/Active_Trash/Sinsoft/VendorX/Spoof",
"version": (2, 5),
"blender": (2, 6, 3),
"api": 36079,
"location": "File > Export > Skeletal Mesh/Animation Data (.psk/.psa)",
"description": "Export Skeleletal Mesh/Animation Data",
"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"}
"""
-- Unreal Skeletal Mesh and Animation Export (.psk and .psa) export script v0.0.1 --<br>
- NOTES:
- This script Exports To Unreal's PSK and PSA file formats for Skeletal Meshes and Animations. <br>
- This script DOES NOT support vertex animation! These require completely different file formats. <br>
- v0.0.1
- Initial version
- v0.0.2
- This version adds support for more than one material index!
[ - Edit by: Darknet
- v0.0.3 - v0.0.12
- This will work on UT3 and it is a stable version that work with vehicle for testing.
- Main Bone fix no dummy needed to be there.
- Just bone issues position, rotation, and offset for psk.
- The armature bone position, rotation, and the offset of the bone is fix. It was to deal with skeleton mesh export for psk.
- Animation is fix for position, offset, rotation bone support one rotation direction when armature build.
- It will convert your mesh into triangular when exporting to psk file.
- Did not work with psa export yet.
- v0.0.13
- The animatoin will support different bone rotations when export the animation.
- v0.0.14
- Fixed Action set keys frames when there is no pose keys and it will ignore it.
- v0.0.15
- Fixed multiple objects when exporting to psk. Select one mesh to export to psk.
- ]
- v0.1.1
- Blender 2.50 svn (Support)
Credit to:
- export_cal3d.py (Position of the Bones Format)
- blender2md5.py (Animation Translation Format)
- export_obj.py (Blender 2.5/Pyhton 3.x Format)
- freenode #blendercoder -> user -> ideasman42
- Give Credit to those who work on this script.
- http://sinsoft.com
"""
#===========================================================================
"""
NOTES for Jan 2012 refactor (Spoof)
* THIS IS A WORK IN PROGRESS. These modifications were originally
intended for internal use and are incomplete. Use at your own risk! *
TODO
- (Blender 2.62) changes to Matrix math
- (Blender 2.62) check for long names
- option to manually set the root bone for export
CHANGES
- new bone parsing to allow advanced rigging
- identification of armature and mesh
- removed the need to apply an action to the armature
- fixed anim rate to work correctly in UDK (no more FPS fudging)
- progress reporting while processing smooth groups
- more informative logging
- code refactor for clarity and modularity
- naming conventions unified to use lowercase_with_underscore
- C++ datatypes and PSK/PSA classes remain CamelCaseStyle for clarity
- names such as 'ut' and 'unreal' unified to 'udk'
- simplification of code structure
- removed legacy code paths
USAGE
This version of the exporter is more selective over which bones are considered
part of the UDK skeletal mesh, and allows greater flexibility for adding
control bones to aid in animation.
Taking advantage of this script requires the following methodology:
* Place all exportable bones into a bone hierarchy extending from a single
root. This root bone must have use_deform enabled. All other root bones
in the armature must disable use_deform. *
The script searches for a root bone with use_deform set true and considers all
bones parented to it as part of the UDK skeletal mesh. Thus only these bones
are exported and all other bones are ignored.
This removes many restrictions on the rigger/animator, who can add control
bone hierarchies to the rig, and keyframe any element into actions. With this
approach you can build complex animation rigs in a similar vein to the Rigify
add-on, by Nathan Vegdahl. However...
* Rigify is incompatible with this script *
Rigify interlaces deformer bones within a single hierarchy making it difficult
to deconstruct for export. It also splits some meta-rig bones into multiple
deformer bones (bad for optimising a game character). I had partial success
writing a parser for the structure, but it was taking too much time and,
considering the other issues with Rigify, it was abandoned.
"""
#===========================================================================
import os
import time
import bpy
import mathutils
import math
import random
import operator
import sys
from struct import pack
# REFERENCE MATERIAL JUST IN CASE:
#
# U = x / sqrt(x^2 + y^2 + z^2)
# V = y / sqrt(x^2 + y^2 + z^2)
#
# Triangles specifed counter clockwise for front face
#
# defines for sizeofs
SIZE_FQUAT = 16
SIZE_FVECTOR = 12
SIZE_VJOINTPOS = 44
SIZE_ANIMINFOBINARY = 168
SIZE_VCHUNKHEADER = 32
SIZE_VMATERIAL = 88
SIZE_VBONE = 120
SIZE_FNAMEDBONEBINARY = 120
SIZE_VRAWBONEINFLUENCE = 12
SIZE_VQUATANIMKEY = 32
SIZE_VVERTEX = 16
SIZE_VPOINT = 12
SIZE_VTRIANGLE = 12
MaterialName = []
#===========================================================================
# Custom exception class
#===========================================================================
class Error( Exception ):
def __init__(self, message):
self.message = message
#===========================================================================
# Verbose logging with loop truncation
#===========================================================================
def verbose( msg, iteration=-1, max_iterations=4, msg_truncated="..." ):
if bpy.context.scene.udk_option_verbose == True:
# limit the number of times a loop can output messages
if iteration > max_iterations:
return
elif iteration == max_iterations:
print(msg_truncated)
return
print(msg)
#===========================================================================
# Log header/separator
#===========================================================================
def header( msg, justify='LEFT', spacer='_', cols=78 ):
if justify == 'LEFT':
s = '{:{spacer}<{cols}}'.format(msg+" ", spacer=spacer, cols=cols)
elif justify == 'RIGHT':
s = '{:{spacer}>{cols}}'.format(" "+msg, spacer=spacer, cols=cols)
else:
s = '{:{spacer}^{cols}}'.format(" "+msg+" ", spacer=spacer, cols=cols)
return "\n" + s + "\n"
#===========================================================================
# Generic Object->Integer mapping
# the object must be usable as a dictionary key
#===========================================================================
class ObjMap:
def __init__(self):
self.dict = {}
self.next = 0
def get(self, obj):
if obj in self.dict:
return self.dict[obj]
else:
id = self.next
self.next = self.next + 1
self.dict[obj] = id
return id
def items(self):
getval = operator.itemgetter(0)
getkey = operator.itemgetter(1)
return map(getval, sorted(self.dict.items(), key=getkey))
#===========================================================================
# RG - UNREAL DATA STRUCTS - CONVERTED FROM C STRUCTS GIVEN ON UDN SITE
# provided here: http://udn.epicgames.com/Two/BinaryFormatSpecifications.html
# updated UDK (Unreal Engine 3): http://udn.epicgames.com/Three/BinaryFormatSpecifications.html
#===========================================================================
class FQuat:
def __init__(self):
self.X = 0.0
self.Y = 0.0
self.Z = 0.0
self.W = 1.0
def dump(self):
return pack('ffff', self.X, self.Y, self.Z, self.W)
def __cmp__(self, other):
return cmp(self.X, other.X) \
or cmp(self.Y, other.Y) \
or cmp(self.Z, other.Z) \
or cmp(self.W, other.W)
def __hash__(self):
return hash(self.X) ^ hash(self.Y) ^ hash(self.Z) ^ hash(self.W)
def __str__(self):
return "[%f,%f,%f,%f](FQuat)" % (self.X, self.Y, self.Z, self.W)
class FVector(object):
def __init__(self, X=0.0, Y=0.0, Z=0.0):
self.X = X
self.Y = Y
self.Z = Z
def dump(self):
return pack('fff', self.X, self.Y, self.Z)
def __cmp__(self, other):
return cmp(self.X, other.X) \
or cmp(self.Y, other.Y) \
or cmp(self.Z, other.Z)
def _key(self):
return (type(self).__name__, self.X, self.Y, self.Z)
def __hash__(self):
return hash(self._key())
def __eq__(self, other):
if not hasattr(other, '_key'):
return False
return self._key() == other._key()
def dot(self, other):
return self.X * other.X + self.Y * other.Y + self.Z * other.Z
def cross(self, other):
return FVector(self.Y * other.Z - self.Z * other.Y,
self.Z * other.X - self.X * other.Z,
self.X * other.Y - self.Y * other.X)
def sub(self, other):
return FVector(self.X - other.X,
self.Y - other.Y,
self.Z - other.Z)
class VJointPos:
def __init__(self):
self.Orientation = FQuat()
self.Position = FVector()
self.Length = 0.0
self.XSize = 0.0
self.YSize = 0.0
self.ZSize = 0.0
def dump(self):
return self.Orientation.dump() + self.Position.dump() + pack('4f', self.Length, self.XSize, self.YSize, self.ZSize)
class AnimInfoBinary:
def __init__(self):
self.Name = "" # length=64
self.Group = "" # length=64
self.TotalBones = 0
self.RootInclude = 0
self.KeyCompressionStyle = 0
self.KeyQuotum = 0
self.KeyPrediction = 0.0
self.TrackTime = 0.0
self.AnimRate = 0.0
self.StartBone = 0
self.FirstRawFrame = 0
self.NumRawFrames = 0
def dump(self):
return pack('64s64siiiifffiii', str.encode(self.Name), str.encode(self.Group), self.TotalBones, self.RootInclude, self.KeyCompressionStyle, self.KeyQuotum, self.KeyPrediction, self.TrackTime, self.AnimRate, self.StartBone, self.FirstRawFrame, self.NumRawFrames)
class VChunkHeader:
def __init__(self, name, type_size):
self.ChunkID = str.encode(name) # length=20
self.TypeFlag = 1999801 # special value
self.DataSize = type_size
self.DataCount = 0
def dump(self):
return pack('20siii', self.ChunkID, self.TypeFlag, self.DataSize, self.DataCount)
class VMaterial:
def __init__(self):
self.MaterialName = "" # length=64
self.TextureIndex = 0
self.PolyFlags = 0 # DWORD
self.AuxMaterial = 0
self.AuxFlags = 0 # DWORD
self.LodBias = 0
self.LodStyle = 0
def dump(self):
#print("DATA MATERIAL:",self.MaterialName)
return pack('64siLiLii', str.encode(self.MaterialName), self.TextureIndex, self.PolyFlags, self.AuxMaterial, self.AuxFlags, self.LodBias, self.LodStyle)
class VBone:
def __init__(self):
self.Name = "" # length = 64
self.Flags = 0 # DWORD
self.NumChildren = 0
self.ParentIndex = 0
self.BonePos = VJointPos()
def dump(self):
return pack('64sLii', str.encode(self.Name), self.Flags, self.NumChildren, self.ParentIndex) + self.BonePos.dump()
#same as above - whatever - this is how Epic does it...
class FNamedBoneBinary:
def __init__(self):
self.Name = "" # length = 64
self.Flags = 0 # DWORD
self.NumChildren = 0
self.ParentIndex = 0
self.BonePos = VJointPos()
self.IsRealBone = 0 # this is set to 1 when the bone is actually a bone in the mesh and not a dummy
def dump(self):
return pack('64sLii', str.encode(self.Name), self.Flags, self.NumChildren, self.ParentIndex) + self.BonePos.dump()
class VRawBoneInfluence:
def __init__(self):
self.Weight = 0.0
self.PointIndex = 0
self.BoneIndex = 0
def dump(self):
return pack('fii', self.Weight, self.PointIndex, self.BoneIndex)
class VQuatAnimKey:
def __init__(self):
self.Position = FVector()
self.Orientation = FQuat()
self.Time = 0.0
def dump(self):
return self.Position.dump() + self.Orientation.dump() + pack('f', self.Time)
class VVertex(object):
def __init__(self):
self.PointIndex = 0 # WORD
self.U = 0.0
self.V = 0.0
self.MatIndex = 0 # BYTE
self.Reserved = 0 # BYTE
self.SmoothGroup = 0
def dump(self):
return pack('HHffBBH', self.PointIndex, 0, self.U, self.V, self.MatIndex, self.Reserved, 0)
def __cmp__(self, other):
return cmp(self.PointIndex, other.PointIndex) \
or cmp(self.U, other.U) \
or cmp(self.V, other.V) \
or cmp(self.MatIndex, other.MatIndex) \
or cmp(self.Reserved, other.Reserved) \
or cmp(self.SmoothGroup, other.SmoothGroup )
def _key(self):
return (type(self).__name__, self.PointIndex, self.U, self.V, self.MatIndex, self.Reserved)
def __hash__(self):
return hash(self._key())
def __eq__(self, other):
if not hasattr(other, '_key'):
return False
return self._key() == other._key()
class VPointSimple:
def __init__(self):
self.Point = FVector()
def __cmp__(self, other):
return cmp(self.Point, other.Point)
def __hash__(self):
return hash(self._key())
def _key(self):
return (type(self).__name__, self.Point)
def __eq__(self, other):
if not hasattr(other, '_key'):
return False
return self._key() == other._key()
class VPoint(object):
def __init__(self):
self.Point = FVector()
self.SmoothGroup = 0
def dump(self):
return self.Point.dump()
def __cmp__(self, other):
return cmp(self.Point, other.Point) \
or cmp(self.SmoothGroup, other.SmoothGroup)
def _key(self):
return (type(self).__name__, self.Point, self.SmoothGroup)
def __hash__(self):
return hash(self._key()) \
^ hash(self.SmoothGroup)
def __eq__(self, other):
if not hasattr(other, '_key'):
return False
return self._key() == other._key()
class VTriangle:
def __init__(self):
self.WedgeIndex0 = 0 # WORD
self.WedgeIndex1 = 0 # WORD
self.WedgeIndex2 = 0 # WORD
self.MatIndex = 0 # BYTE
self.AuxMatIndex = 0 # BYTE
self.SmoothingGroups = 0 # DWORD
def dump(self):
return pack('HHHBBL', self.WedgeIndex0, self.WedgeIndex1, self.WedgeIndex2, self.MatIndex, self.AuxMatIndex, self.SmoothingGroups)
# END UNREAL DATA STRUCTS
#===========================================================================
#===========================================================================
# RG - helper class to handle the normal way the UT files are stored
# as sections consisting of a header and then a list of data structures
#===========================================================================
class FileSection:
def __init__(self, name, type_size):
self.Header = VChunkHeader(name, type_size)
self.Data = [] # list of datatypes
def dump(self):
data = self.Header.dump()
for i in range(len(self.Data)):
data = data + self.Data[i].dump()
return data
def UpdateHeader(self):
self.Header.DataCount = len(self.Data)
#===========================================================================
# PSK
#===========================================================================
class PSKFile:
def __init__(self):
self.GeneralHeader = VChunkHeader("ACTRHEAD", 0)
self.Points = FileSection("PNTS0000", SIZE_VPOINT) # VPoint
self.Wedges = FileSection("VTXW0000", SIZE_VVERTEX) # VVertex
self.Faces = FileSection("FACE0000", SIZE_VTRIANGLE) # VTriangle
self.Materials = FileSection("MATT0000", SIZE_VMATERIAL) # VMaterial
self.Bones = FileSection("REFSKELT", SIZE_VBONE) # VBone
self.Influences = FileSection("RAWWEIGHTS", SIZE_VRAWBONEINFLUENCE) # VRawBoneInfluence
#RG - this mapping is not dumped, but is used internally to store the new point indices
# for vertex groups calculated during the mesh dump, so they can be used again
# to dump bone influences during the armature dump
#
# the key in this dictionary is the VertexGroup/Bone Name, and the value
# is a list of tuples containing the new point index and the weight, in that order
#
# Layout:
# { groupname : [ (index, weight), ... ], ... }
#
# example:
# { 'MyVertexGroup' : [ (0, 1.0), (5, 1.0), (3, 0.5) ] , 'OtherGroup' : [(2, 1.0)] }
self.VertexGroups = {}
def AddPoint(self, p):
self.Points.Data.append(p)
def AddWedge(self, w):
self.Wedges.Data.append(w)
def AddFace(self, f):
self.Faces.Data.append(f)
def AddMaterial(self, m):
self.Materials.Data.append(m)
def AddBone(self, b):
self.Bones.Data.append(b)
def AddInfluence(self, i):
self.Influences.Data.append(i)
def UpdateHeaders(self):
self.Points.UpdateHeader()
self.Wedges.UpdateHeader()
self.Faces.UpdateHeader()
self.Materials.UpdateHeader()
self.Bones.UpdateHeader()
self.Influences.UpdateHeader()
def dump(self):
self.UpdateHeaders()
data = self.GeneralHeader.dump() + self.Points.dump() + self.Wedges.dump() + self.Faces.dump() + self.Materials.dump() + self.Bones.dump() + self.Influences.dump()
return data
def GetMatByIndex(self, mat_index):
if mat_index >= 0 and len(self.Materials.Data) > mat_index:
return self.Materials.Data[mat_index]
else:
m = VMaterial()
# modified by VendorX
m.MaterialName = MaterialName[mat_index]
self.AddMaterial(m)
return m
def PrintOut(self):
print( "{:>16} {:}".format( "Points", len(self.Points.Data) ) )
print( "{:>16} {:}".format( "Wedges", len(self.Wedges.Data) ) )
print( "{:>16} {:}".format( "Faces", len(self.Faces.Data) ) )
print( "{:>16} {:}".format( "Materials", len(self.Materials.Data) ) )
print( "{:>16} {:}".format( "Bones", len(self.Bones.Data) ) )
print( "{:>16} {:}".format( "Influences", len(self.Influences.Data) ) )
#===========================================================================
# PSA
#
# Notes from UDN:
# The raw key array holds all the keys for all the bones in all the specified sequences,
# organized as follows:
# For each AnimInfoBinary's sequence there are [Number of bones] times [Number of frames keys]
# in the VQuatAnimKeys, laid out as tracks of [numframes] keys for each bone in the order of
# the bones as defined in the array of FnamedBoneBinary in the PSA.
#
# Once the data from the PSK (now digested into native skeletal mesh) and PSA (digested into
# a native animation object containing one or more sequences) are associated together at runtime,
# bones are linked up by name. Any bone in a skeleton (from the PSK) that finds no partner in
# the animation sequence (from the PSA) will assume its reference pose stance ( as defined in
# the offsets & rotations that are in the VBones making up the reference skeleton from the PSK)
#===========================================================================
class PSAFile:
def __init__(self):
self.GeneralHeader = VChunkHeader("ANIMHEAD", 0)
self.Bones = FileSection("BONENAMES", SIZE_FNAMEDBONEBINARY) #FNamedBoneBinary
self.Animations = FileSection("ANIMINFO", SIZE_ANIMINFOBINARY) #AnimInfoBinary
self.RawKeys = FileSection("ANIMKEYS", SIZE_VQUATANIMKEY) #VQuatAnimKey
# this will take the format of key=Bone Name, value = (BoneIndex, Bone Object)
# THIS IS NOT DUMPED
self.BoneLookup = {}
def AddBone(self, b):
self.Bones.Data.append(b)
def AddAnimation(self, a):
self.Animations.Data.append(a)
def AddRawKey(self, k):
self.RawKeys.Data.append(k)
def UpdateHeaders(self):
self.Bones.UpdateHeader()
self.Animations.UpdateHeader()
self.RawKeys.UpdateHeader()
def GetBoneByIndex(self, bone_index):
if bone_index >= 0 and len(self.Bones.Data) > bone_index:
return self.Bones.Data[bone_index]
def IsEmpty(self):
return (len(self.Bones.Data) == 0 or len(self.Animations.Data) == 0)
def StoreBone(self, b):
self.BoneLookup[b.Name] = [-1, b]
def UseBone(self, bone_name):
if bone_name in self.BoneLookup:
bone_data = self.BoneLookup[bone_name]
if bone_data[0] == -1:
bone_data[0] = len(self.Bones.Data)
self.AddBone(bone_data[1])
#self.Bones.Data.append(bone_data[1])
return bone_data[0]
def GetBoneByName(self, bone_name):
if bone_name in self.BoneLookup:
bone_data = self.BoneLookup[bone_name]
return bone_data[1]
def GetBoneIndex(self, bone_name):
if bone_name in self.BoneLookup:
bone_data = self.BoneLookup[bone_name]
return bone_data[0]
def dump(self):
self.UpdateHeaders()
return self.GeneralHeader.dump() + self.Bones.dump() + self.Animations.dump() + self.RawKeys.dump()
def PrintOut(self):
print( "{:>16} {:}".format( "Bones", len(self.Bones.Data) ) )
print( "{:>16} {:}".format( "Animations", len(self.Animations.Data) ) )
print( "{:>16} {:}".format( "Raw keys", len(self.RawKeys.Data) ) )
#===========================================================================
# Helpers to create bone structs
#===========================================================================
def make_vbone( name, parent_index, child_count, orientation_quat, position_vect ):
bone = VBone()
bone.Name = name
bone.ParentIndex = parent_index
bone.NumChildren = child_count
bone.BonePos.Orientation = orientation_quat
bone.BonePos.Position.X = position_vect.x
bone.BonePos.Position.Y = position_vect.y
bone.BonePos.Position.Z = position_vect.z
#these values seem to be ignored?
#bone.BonePos.Length = tail.length
#bone.BonePos.XSize = tail.x
#bone.BonePos.YSize = tail.y
#bone.BonePos.ZSize = tail.z
return bone
def make_namedbonebinary( name, parent_index, child_count, orientation_quat, position_vect, is_real ):
bone = FNamedBoneBinary()
bone.Name = name
bone.ParentIndex = parent_index
bone.NumChildren = child_count
bone.BonePos.Orientation = orientation_quat
bone.BonePos.Position.X = position_vect.x
bone.BonePos.Position.Y = position_vect.y
bone.BonePos.Position.Z = position_vect.z
bone.IsRealBone = is_real
return bone
def make_fquat( bquat ):
quat = FQuat()
#flip handedness for UT = set x,y,z to negative (rotate in other direction)
quat.X = -bquat.x
quat.Y = -bquat.y
quat.Z = -bquat.z
quat.W = bquat.w
return quat
def make_fquat_default( bquat ):
quat = FQuat()
#print(dir(bquat))
quat.X = bquat.x
quat.Y = bquat.y
quat.Z = bquat.z
quat.W = bquat.w
return quat
#===========================================================================
#RG - check to make sure face isnt a line
#===========================================================================
def is_1d_face( face, mesh ):
#ID Vertex of id point
v0 = face.vertices[0]
v1 = face.vertices[1]
v2 = face.vertices[2]
return (mesh.vertices[v0].co == mesh.vertices[v1].co \
or mesh.vertices[v1].co == mesh.vertices[v2].co \
or mesh.vertices[v2].co == mesh.vertices[v0].co)
return False
#===========================================================================
# Smoothing group
# (renamed to seperate it from VVertex.SmoothGroup)
#===========================================================================
class SmoothingGroup:
static_id = 1
def __init__(self):
self.faces = []
self.neighboring_faces = []
self.neighboring_groups = []
self.id = -1
self.local_id = SmoothingGroup.static_id
SmoothingGroup.static_id += 1
def __cmp__(self, other):
if isinstance(other, SmoothingGroup):
return cmp( self.local_id, other.local_id )
return -1
def __hash__(self):
return hash(self.local_id)
# searches neighboring faces to determine which smoothing group ID can be used
def get_valid_smoothgroup_id(self):
temp_id = 1
for group in self.neighboring_groups:
if group != None and group.id == temp_id:
if temp_id < 0x80000000:
temp_id = temp_id << 1
else:
raise Error("Smoothing Group ID Overflowed, Smoothing Group evidently has more than 31 neighboring groups")
self.id = temp_id
return self.id
def make_neighbor(self, new_neighbor):
if new_neighbor not in self.neighboring_groups:
self.neighboring_groups.append( new_neighbor )
def contains_face(self, face):
return (face in self.faces)
def add_neighbor_face(self, face):
if not face in self.neighboring_faces:
self.neighboring_faces.append( face )
def add_face(self, face):
if not face in self.faces:
self.faces.append( face )
def determine_edge_sharing( mesh ):
edge_sharing_list = dict()
for edge in mesh.edges:
edge_sharing_list[edge.key] = []
for face in mesh.tessfaces:
for key in face.edge_keys:
if not face in edge_sharing_list[key]:
edge_sharing_list[key].append(face) # mark this face as sharing this edge
return edge_sharing_list
def find_edges( mesh, key ):
""" Temp replacement for mesh.findEdges().
This is painfully slow.
"""
for edge in mesh.edges:
v = edge.vertices
if key[0] == v[0] and key[1] == v[1]:
return edge.index
def add_face_to_smoothgroup( mesh, face, edge_sharing_list, smoothgroup ):
if face in smoothgroup.faces:
return
smoothgroup.add_face(face)
for key in face.edge_keys:
edge_id = find_edges(mesh, key)
if edge_id != None:
# not sharp
if not( mesh.edges[edge_id].use_edge_sharp):
for shared_face in edge_sharing_list[key]:
if shared_face != face:
# recursive
add_face_to_smoothgroup( mesh, shared_face, edge_sharing_list, smoothgroup )
# sharp
else:
for shared_face in edge_sharing_list[key]:
if shared_face != face:
smoothgroup.add_neighbor_face( shared_face )
def determine_smoothgroup_for_face( mesh, face, edge_sharing_list, smoothgroup_list ):
for group in smoothgroup_list:
if (face in group.faces):
return
smoothgroup = SmoothingGroup();
add_face_to_smoothgroup( mesh, face, edge_sharing_list, smoothgroup )
if not smoothgroup in smoothgroup_list:
smoothgroup_list.append( smoothgroup )
def build_neighbors_tree( smoothgroup_list ):
for group in smoothgroup_list:
for face in group.neighboring_faces:
for neighbor_group in smoothgroup_list:
if neighbor_group.contains_face( face ) and neighbor_group not in group.neighboring_groups:
group.make_neighbor( neighbor_group )
neighbor_group.make_neighbor( group )
#===========================================================================
# parse_smooth_groups
#===========================================================================
def parse_smooth_groups( mesh ):
print("Parsing smooth groups...")
t = time.clock()
smoothgroup_list = []
edge_sharing_list = determine_edge_sharing(mesh)
#print("faces:",len(mesh.tessfaces))
interval = math.floor(len(mesh.tessfaces) / 100)
if interval == 0: #if the faces are few do this
interval = math.floor(len(mesh.tessfaces) / 10)
#print("FACES:",len(mesh.tessfaces),"//100 =" "interval:",interval)
for face in mesh.tessfaces:
#print(dir(face))
determine_smoothgroup_for_face(mesh, face, edge_sharing_list, smoothgroup_list)
# progress indicator, writes to console without scrolling
if face.index > 0 and (face.index % interval) == 0:
print("Processing... {}%\r".format( int(face.index / len(mesh.tessfaces) * 100) ), end='')
sys.stdout.flush()
print("Completed" , ' '*20)
verbose("len(smoothgroup_list)={}".format(len(smoothgroup_list)))
build_neighbors_tree(smoothgroup_list)
for group in smoothgroup_list:
group.get_valid_smoothgroup_id()
print("Smooth group parsing completed in {:.2f}s".format(time.clock() - t))
return smoothgroup_list
#===========================================================================
# http://en.wikibooks.org/wiki/Blender_3D:_Blending_Into_Python/Cookbook#Triangulate_NMesh
# blender 2.50 format using the Operators/command convert the mesh to tri mesh
#===========================================================================
def triangulate_mesh( object ):
verbose(header("triangulateNMesh"))
#print(type(object))
scene = bpy.context.scene
me_ob = object.copy()
me_ob.data = object.to_mesh(bpy.context.scene, True, 'PREVIEW') #write data object
bpy.context.scene.objects.link(me_ob)
bpy.context.scene.update()
bpy.ops.object.mode_set(mode='OBJECT')
for i in scene.objects:
i.select = False # deselect all objects
me_ob.select = True
scene.objects.active = me_ob
print("Copy and Convert mesh just incase any way...")
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')# select all the face/vertex/edge
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.quads_convert_to_tris()
bpy.context.scene.update()
bpy.ops.object.mode_set(mode='OBJECT')
bpy.context.scene.udk_option_triangulate = True
verbose("Triangulated mesh")
me_ob.data = me_ob.to_mesh(bpy.context.scene, True, 'PREVIEW') #write data object
bpy.context.scene.update()
return me_ob
#copy mesh data and then merge them into one object
def meshmerge(selectedobjects):
bpy.ops.object.mode_set(mode='OBJECT')
cloneobjects = []
if len(selectedobjects) > 1:
print("selectedobjects:",len(selectedobjects))
count = 0 #reset count
for count in range(len( selectedobjects)):
#print("Index:",count)
if selectedobjects[count] != None:
me_da = selectedobjects[count].data.copy() #copy data
me_ob = selectedobjects[count].copy() #copy object
#note two copy two types else it will use the current data or mesh
me_ob.data = me_da
bpy.context.scene.objects.link(me_ob)#link the object to the scene #current object location
print("Index:",count,"clone object",me_ob.name)
cloneobjects.append(me_ob)
#bpy.ops.object.mode_set(mode='OBJECT')
for i in bpy.data.objects: i.select = False #deselect all objects
count = 0 #reset count
#bpy.ops.object.mode_set(mode='OBJECT')
for count in range(len( cloneobjects)):
if count == 0:
bpy.context.scene.objects.active = cloneobjects[count]
print("Set Active Object:",cloneobjects[count].name)
cloneobjects[count].select = True
bpy.ops.object.join()
if len(cloneobjects) > 1:
bpy.types.Scene.udk_copy_merge = True
return cloneobjects[0]
#sort the mesh center top list and not center at the last array. Base on order while select to merge mesh to make them center.
def sortmesh(selectmesh):
print("MESH SORTING...")
centermesh = []
notcentermesh = []
for countm in range(len(selectmesh)):
if selectmesh[countm].location.x == 0 and selectmesh[countm].location.y == 0 and selectmesh[countm].location.z == 0:
centermesh.append(selectmesh[countm])
else:
notcentermesh.append(selectmesh[countm])
selectmesh = []
for countm in range(len(centermesh)):
selectmesh.append(centermesh[countm])
for countm in range(len(notcentermesh)):
selectmesh.append(notcentermesh[countm])
if len(selectmesh) == 1:
return selectmesh[0]
else:
return meshmerge(selectmesh)
#===========================================================================
# parse_mesh
#===========================================================================
def parse_mesh( mesh, psk ):
#bpy.ops.object.mode_set(mode='OBJECT')
#error ? on commands for select object?
print(header("MESH", 'RIGHT'))
print("Mesh object:", mesh.name)
scene = bpy.context.scene
for i in scene.objects: i.select = False # deselect all objects
scene.objects.active = mesh
setmesh = mesh
mesh = triangulate_mesh(mesh)
if bpy.types.Scene.udk_copy_merge == True:
bpy.context.scene.objects.unlink(setmesh)
#print("FACES----:",len(mesh.data.tessfaces))
verbose("Working mesh object: {}".format(mesh.name))
#collect a list of the material names
print("Materials...")
mat_slot_index = 0
for slot in mesh.material_slots:
print(" Material {} '{}'".format(mat_slot_index, slot.name))
MaterialName.append(slot.name)
#if slot.material.texture_slots[0] != None:
#if slot.material.texture_slots[0].texture.image.filepath != None:
#print(" Texture path {}".format(slot.material.texture_slots[0].texture.image.filepath))
#create the current material
v_material = psk.GetMatByIndex(mat_slot_index)
v_material.MaterialName = slot.name
v_material.TextureIndex = mat_slot_index
v_material.AuxMaterial = mat_slot_index
mat_slot_index += 1
verbose(" PSK index {}".format(v_material.TextureIndex))
#END slot in mesh.material_slots
# object_mat = mesh.materials[0]
#object_material_index = mesh.active_material_index
#FIXME ^ this is redundant due to "= face.material_index" in face loop
wedges = ObjMap()
points = ObjMap()
points_linked = {}
discarded_face_count = 0
smoothgroup_list = parse_smooth_groups(mesh.data)
print("{} faces".format(len(mesh.data.tessfaces)))
print("Smooth groups active:", bpy.context.scene.udk_option_smoothing_groups)
for face in mesh.data.tessfaces:
smoothgroup_id = 0x80000000
for smooth_group in smoothgroup_list:
if smooth_group.contains_face(face):
smoothgroup_id = smooth_group.id
break
#print ' -- Dumping UVs -- '
#print current_face.uv_textures
# modified by VendorX
object_material_index = face.material_index
if len(face.vertices) != 3:
raise Error("Non-triangular face (%i)" % len(face.vertices))
#RG - apparently blender sometimes has problems when you do quad to triangle
# conversion, and ends up creating faces that have only TWO points -
# one of the points is simply in the vertex list for the face twice.
# This is bad, since we can't get a real face normal for a LINE, we need
# a plane for this. So, before we add the face to the list of real faces,
# ensure that the face is actually a plane, and not a line. If it is not
# planar, just discard it and notify the user in the console after we're
# done dumping the rest of the faces
if not is_1d_face(face, mesh.data):
wedge_list = []
vect_list = []
#get or create the current material
psk.GetMatByIndex(object_material_index)
face_index = face.index
has_uv = False
face_uv = None
if len(mesh.data.uv_textures) > 0:
has_uv = True
uv_layer = mesh.data.tessface_uv_textures.active
face_uv = uv_layer.data[face_index]
#size(data) is number of texture faces. Each face has UVs
#print("DATA face uv: ",len(faceUV.uv), " >> ",(faceUV.uv[0][0]))
for i in range(3):
vert_index = face.vertices[i]
vert = mesh.data.vertices[vert_index]
uv = []
#assumes 3 UVs Per face (for now)
if (has_uv):
if len(face_uv.uv) != 3:
print("WARNING: face has more or less than 3 UV coordinates - writing 0,0...")
uv = [0.0, 0.0]
else:
uv = [face_uv.uv[i][0],face_uv.uv[i][1]] #OR bottom works better # 24 for cube
else:
#print ("No UVs?")
uv = [0.0, 0.0]
#flip V coordinate because UEd requires it and DOESN'T flip it on its own like it
#does with the mesh Y coordinates. this is otherwise known as MAGIC-2
uv[1] = 1.0 - uv[1]
# clamp UV coords if udk_option_clamp_uv is True
if bpy.context.scene.udk_option_clamp_uv:
if (uv[0] > 1):
uv[0] = 1
if (uv[0] < 0):
uv[0] = 0
if (uv[1] > 1):
uv[1] = 1
if (uv[1] < 0):
uv[1] = 0
# RE - Append untransformed vector (for normal calc below)
# TODO: convert to Blender.Mathutils
vect_list.append( FVector(vert.co.x, vert.co.y, vert.co.z) )
# Transform position for export
#vpos = vert.co * object_material_index
vpos = mesh.matrix_local * vert.co
# Create the point
p = VPoint()
p.Point.X = vpos.x
p.Point.Y = vpos.y
p.Point.Z = vpos.z
if bpy.context.scene.udk_option_smoothing_groups:#is this necessary?
p.SmoothGroup = smoothgroup_id
lPoint = VPointSimple()
lPoint.Point.X = vpos.x
lPoint.Point.Y = vpos.y
lPoint.Point.Z = vpos.z
if lPoint in points_linked:
if not(p in points_linked[lPoint]):
points_linked[lPoint].append(p)
else:
points_linked[lPoint] = [p]
# Create the wedge
w = VVertex()
w.MatIndex = object_material_index
w.PointIndex = points.get(p) # store keys
w.U = uv[0]
w.V = uv[1]
if bpy.context.scene.udk_option_smoothing_groups:#is this necessary?
w.SmoothGroup = smoothgroup_id
index_wedge = wedges.get(w)
wedge_list.append(index_wedge)
#print results
#print("result PointIndex={}, U={:.6f}, V={:.6f}, wedge_index={}".format(
# w.PointIndex,
# w.U,
# w.V,
# index_wedge))
#END for i in range(3)
# Determine face vertex order
# TODO: convert to Blender.Mathutils
# get normal from blender
no = face.normal
# convert to FVector
norm = FVector(no[0], no[1], no[2])
# Calculate the normal of the face in blender order
tnorm = vect_list[1].sub(vect_list[0]).cross(vect_list[2].sub(vect_list[1]))
# RE - dot the normal from blender order against the blender normal
# this gives the product of the two vectors' lengths along the blender normal axis
# all that matters is the sign
dot = norm.dot(tnorm)
tri = VTriangle()
# RE - magic: if the dot product above > 0, order the vertices 2, 1, 0
# if the dot product above < 0, order the vertices 0, 1, 2
# if the dot product is 0, then blender's normal is coplanar with the face
# and we cannot deduce which side of the face is the outside of the mesh
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];
mesh.data.vertices[dindex0].select = True
mesh.data.vertices[dindex1].select = True
mesh.data.vertices[dindex2].select = True
raise Error("Normal coplanar with face! points:", mesh.data.vertices[dindex0].co, mesh.data.vertices[dindex1].co, mesh.data.vertices[dindex2].co)
face.select = True
#print("smooth:",(current_face.use_smooth))
#not sure if this right
#tri.SmoothingGroups
if face.use_smooth == True:
tri.SmoothingGroups = 1
else:
tri.SmoothingGroups = 0
#tri.SmoothingGroups = 1
tri.MatIndex = object_material_index
if bpy.context.scene.udk_option_smoothing_groups:
tri.SmoothingGroups = smoothgroup_id
psk.AddFace(tri)
#END if not is_1d_face(current_face, mesh.data)
else:
discarded_face_count += 1
#END face in mesh.data.faces
print("{} points".format(len(points.dict)))
for point in points.items():
psk.AddPoint(point)
if len(points.dict) > 32767:
raise Error("Mesh vertex limit exceeded! {} > 32767".format(len(points.dict)))
print("{} wedges".format(len(wedges.dict)))
for wedge in wedges.items():
psk.AddWedge(wedge)
# alert the user to degenerate face issues
if discarded_face_count > 0:
print("WARNING: Mesh contained degenerate faces (non-planar)")
print(" Discarded {} faces".format(discarded_face_count))
#RG - walk through the vertex groups and find the indexes into the PSK points array
#for them, then store that index and the weight as a tuple in a new list of
#verts for the group that we can look up later by bone name, since Blender matches
#verts to bones for influences by having the VertexGroup named the same thing as
#the bone
#[print(x, len(points_linked[x])) for x in points_linked]
#print("pointsindex length ",len(points_linked))
#vertex group
# all vertex groups of the mesh (obj)...
for obj_vertex_group in mesh.vertex_groups:
#print(" bone group build:",obj_vertex_group.name)#print bone name
#print(dir(obj_vertex_group))
verbose("obj_vertex_group.name={}".format(obj_vertex_group.name))
vertex_list = []
# all vertices in the mesh...
for vertex in mesh.data.vertices:
#print(dir(vertex))
# all groups this vertex is a member of...
for vgroup in vertex.groups:
if vgroup.group == obj_vertex_group.index:
vertex_weight = vgroup.weight
p = VPointSimple()
vpos = mesh.matrix_local * vertex.co
p.Point.X = vpos.x
p.Point.Y = vpos.y
p.Point.Z = vpos.z
for point in points_linked[p]:
point_index = points.get(point) #point index
v_item = (point_index, vertex_weight)
vertex_list.append(v_item)
#bone name, [point id and wieght]
#print("Add Vertex Group:",obj_vertex_group.name, " No. Points:",len(vertex_list))
psk.VertexGroups[obj_vertex_group.name] = vertex_list
# remove the temporary triangulated mesh
if bpy.context.scene.udk_option_triangulate == True:
verbose("Removing temporary triangle mesh: {}".format(mesh.name))
bpy.ops.object.mode_set(mode='OBJECT') # OBJECT mode
mesh.parent = None # unparent to avoid phantom links
bpy.context.scene.objects.unlink(mesh) # unlink
#===========================================================================
# Collate bones that belong to the UDK skeletal mesh
#===========================================================================
def parse_armature( armature, psk, psa ):
print(header("ARMATURE", 'RIGHT'))
verbose("Armature object: {} Armature data: {}".format(armature.name, armature.data.name))
# generate a list of root bone candidates
root_candidates = [b for b in armature.data.bones if b.parent == None and b.use_deform == True]
# should be a single, unambiguous result
if len(root_candidates) == 0:
raise Error("Cannot find root for UDK bones. The root bone must use deform.")
if len(root_candidates) > 1:
raise Error("Ambiguous root for UDK. More than one root bone is using deform.")
# prep for bone collection
udk_root_bone = root_candidates[0]
udk_bones = []
BoneUtil.static_bone_id = 0 # replaces global
# traverse bone chain
print("{: <3} {: <48} {: <20}".format("ID", "Bone", "Status"))
print()
recurse_bone(udk_root_bone, udk_bones, psk, psa, 0, armature.matrix_local)
# final validation
if len(udk_bones) < 3:
raise Error("Less than three bones may crash UDK (legacy issue?)")
# return a list of bones making up the entire udk skel
# this is passed to parse_animation instead of working from keyed bones in the action
return udk_bones
#===========================================================================
# bone current bone
# bones bone list
# psk the PSK file object
# psa the PSA file object
# parent_id
# parent_matrix
# indent text indent for recursive log
#===========================================================================
def recurse_bone( bone, bones, psk, psa, parent_id, parent_matrix, indent="" ):
status = "Ok"
bones.append(bone);
if not bone.use_deform:
status = "No effect"
# calc parented bone transform
if bone.parent != None:
quat = make_fquat(bone.matrix.to_quaternion())
quat_parent = bone.parent.matrix.to_quaternion().inverted()
parent_head = quat_parent * bone.parent.head
parent_tail = quat_parent * bone.parent.tail
translation = (parent_tail - parent_head) + bone.head
# calc root bone transform
else:
translation = parent_matrix * bone.head # ARMATURE OBJECT Location
rot_matrix = bone.matrix * parent_matrix.to_3x3() # ARMATURE OBJECT Rotation
quat = make_fquat_default(rot_matrix.to_quaternion())
bone_id = BoneUtil.static_bone_id # ALT VERS
BoneUtil.static_bone_id += 1 # ALT VERS
child_count = len(bone.children)
psk.AddBone( make_vbone(bone.name, parent_id, child_count, quat, translation) )
psa.StoreBone( make_namedbonebinary(bone.name, parent_id, child_count, quat, translation, 1) )
#RG - dump influences for this bone - use the data we collected in the mesh dump phase to map our bones to vertex groups
if bone.name in psk.VertexGroups:
vertex_list = psk.VertexGroups[bone.name]
#print("vertex list:", len(vertex_list), " of >" ,bone.name )
for vertex_data in vertex_list:
point_index = vertex_data[0]
vertex_weight = vertex_data[1]
influence = VRawBoneInfluence()
influence.Weight = vertex_weight
influence.BoneIndex = bone_id
influence.PointIndex = point_index
#print (" AddInfluence to vertex {}, weight={},".format(point_index, vertex_weight))
psk.AddInfluence(influence)
else:
status = "No vertex group"
#FIXME overwriting previous status error?
print("{:<3} {:<48} {:<20}".format(bone_id, indent+bone.name, status))
#bone.matrix_local
#recursively dump child bones
for child_bone in bone.children:
recurse_bone(child_bone, bones, psk, psa, bone_id, parent_matrix, " "+indent)
# FIXME rename? remove?
class BoneUtil:
static_bone_id = 0 # static property to replace global
#===========================================================================
# armature the armature
# udk_bones list of bones to be exported
# actions_to_export list of actions to process for export
# psa the PSA file object
#===========================================================================
def parse_animation( armature, udk_bones, actions_to_export, psa ):
print(header("ANIMATION", 'RIGHT'))
context = bpy.context
anim_rate = context.scene.render.fps
verbose("Armature object: {}".format(armature.name))
print("Scene: {} FPS: {} Frames: {} to {}".format(context.scene.name, anim_rate, context.scene.frame_start, context.scene.frame_end))
print("Processing {} action(s)".format(len(actions_to_export)))
print()
if armature.animation_data == None:
print("None Actions Set! skipping...")
return
restoreAction = armature.animation_data.action # Q: is animation_data always valid?
restoreFrame = context.scene.frame_current # we already do this in export_proxy, but we'll do it here too for now
raw_frame_index = 0 # used to set FirstRawFrame, seperating actions in the raw keyframe array
# action loop...
for action in actions_to_export:
# removed: check for armature with no animation; all it did was force you to add one
if not len(action.fcurves):
print("{} has no keys, skipping".format(action.name))
continue
# apply action to armature and update scene
armature.animation_data.action = action
context.scene.update()
# min/max frames define range
framemin, framemax = action.frame_range
start_frame = int(framemin)
end_frame = int(framemax)
scene_range = range(start_frame, end_frame + 1)
frame_count = len(scene_range)
# create the AnimInfoBinary
anim = AnimInfoBinary()
anim.Name = action.name
anim.Group = "" # unused?
anim.NumRawFrames = frame_count
anim.AnimRate = anim_rate
anim.FirstRawFrame = raw_frame_index
print("{}, frames {} to {} ({} frames)".format(action.name, start_frame, end_frame, frame_count))
# removed: bone lookup table
# build a list of pose bones relevant to the collated udk_bones
# fixme: could be done once, prior to loop?
udk_pose_bones = []
for b in udk_bones:
for pb in armature.pose.bones:
if b.name == pb.name:
udk_pose_bones.append(pb)
break;
# sort in the order the bones appear in the PSA file
ordered_bones = {}
ordered_bones = sorted([(psa.UseBone(b.name), b) for b in udk_pose_bones], key=operator.itemgetter(0))
# NOTE: posebone.bone references the obj/edit bone
# REMOVED: unique_bone_indexes is redundant?
# frame loop...
for i in range(frame_count):
frame = scene_range[i]
#verbose("FRAME {}".format(i), i) # test loop sampling
# advance to frame (automatically updates the pose)
context.scene.frame_set(frame)
# compute the key for each bone
for bone_data in ordered_bones:
bone_index = bone_data[0]
pose_bone = bone_data[1]
pose_bone_matrix = mathutils.Matrix(pose_bone.matrix)
if pose_bone.parent != None:
pose_bone_parent_matrix = mathutils.Matrix(pose_bone.parent.matrix)
pose_bone_matrix = pose_bone_parent_matrix.inverted() * pose_bone_matrix
head = pose_bone_matrix.to_translation()
quat = pose_bone_matrix.to_quaternion().normalized()
if pose_bone.parent != None:
quat = make_fquat(quat)
else:
quat = make_fquat_default(quat)
vkey = VQuatAnimKey()
vkey.Position.X = head.x
vkey.Position.Y = head.y
vkey.Position.Z = head.z
vkey.Orientation = quat
# frame delta = 1.0 / fps
vkey.Time = 1.0 / float(anim_rate) # according to C++ header this is "disregarded"
psa.AddRawKey(vkey)
# END for bone_data in ordered_bones
raw_frame_index += 1
# END for i in range(frame_count)
anim.TotalBones = len(ordered_bones) # REMOVED len(unique_bone_indexes)
anim.TrackTime = float(frame_count) # frame_count/anim.AnimRate makes more sense, but this is what actually works in UDK
verbose("anim.TotalBones={}, anim.TrackTime={}".format(anim.TotalBones, anim.TrackTime))
psa.AddAnimation(anim)
# END for action in actions
# restore
armature.animation_data.action = restoreAction
context.scene.frame_set(restoreFrame)
#===========================================================================
# Collate actions to be exported
# Modify this to filter for one, some or all actions. For now use all.
# RETURNS list of actions
#===========================================================================
def collate_actions():
verbose(header("collate_actions"))
actions_to_export = []
for action in bpy.data.actions:
verbose(" + {}".format(action.name))
actions_to_export.append(action)
return actions_to_export
#===========================================================================
# Locate the target armature and mesh for export
# RETURNS armature, mesh
#===========================================================================
def find_armature_and_mesh():
verbose(header("find_armature_and_mesh", 'LEFT', '<', 60))
context = bpy.context
active_object = context.active_object
armature = None
mesh = None
# TODO:
# this could be more intuitive
bpy.ops.object.mode_set(mode='OBJECT')
# try the active object
if active_object and active_object.type == 'ARMATURE':
armature = active_object
# otherwise, try for a single armature in the scene
else:
all_armatures = [obj for obj in context.scene.objects if obj.type == 'ARMATURE']
if len(all_armatures) == 1:
armature = all_armatures[0]
elif len(all_armatures) > 1:
raise Error("Please select an armature in the scene")
else:
raise Error("No armatures in scene")
verbose("Found armature: {}".format(armature.name))
meshselected = []
parented_meshes = [obj for obj in armature.children if obj.type == 'MESH']
for obj in armature.children:
#print(dir(obj))
if obj.type == 'MESH' and obj.select == True:
meshselected.append(obj)
# try the active object
if active_object and active_object.type == 'MESH' and len(meshselected) == 0:
if active_object.parent == armature:
mesh = active_object
else:
raise Error("The selected mesh is not parented to the armature")
# otherwise, expect a single mesh parented to the armature (other object types are ignored)
else:
print("Number of meshes:",len(parented_meshes))
print("Number of meshes (selected):",len(meshselected))
if len(parented_meshes) == 1:
mesh = parented_meshes[0]
elif len(parented_meshes) > 1:
if len(meshselected) >= 1:
mesh = sortmesh(meshselected)
else:
raise Error("More than one mesh(s) parented to armature. Select object(s)!")
else:
raise Error("No mesh parented to armature")
verbose("Found mesh: {}".format(mesh.name))
if len(armature.pose.bones) == len(mesh.vertex_groups):
print("Armature and Mesh Vertex Groups matches Ok!")
else:
raise Error("Armature bones:" + str(len(armature.pose.bones)) + " Mesh Vertex Groups:" + str(len(mesh.vertex_groups)) +" doesn't match!")
return armature, mesh
#===========================================================================
# Returns a list of vertex groups in the mesh. Can be modified to filter
# groups as necessary.
# UNUSED
#===========================================================================
def collate_vertex_groups( mesh ):
verbose("collate_vertex_groups")
groups = []
for group in mesh.vertex_groups:
groups.append(group)
verbose(" " + group.name)
return groups
#===========================================================================
# Main
#===========================================================================
def export(filepath):
print(header("Export", 'RIGHT'))
bpy.types.Scene.udk_copy_merge = False #in case fail to export set this to default
t = time.clock()
context = bpy.context
print("Blender Version {}.{}.{}".format(bpy.app.version[0], bpy.app.version[1], bpy.app.version[2]))
print("Filepath: {}".format(filepath))
verbose("PSK={}, PSA={}".format(context.scene.udk_option_export_psk, context.scene.udk_option_export_psa))
# find armature and mesh
# [change this to implement alternative methods; raise Error() if not found]
udk_armature, udk_mesh = find_armature_and_mesh()
# check misc conditions
if not (udk_armature.scale.x == udk_armature.scale.y == udk_armature.scale.z == 1):
raise Error("bad armature scale: armature object should have uniform scale of 1 (ALT-S)")
if not (udk_mesh.scale.x == udk_mesh.scale.y == udk_mesh.scale.z == 1):
raise Error("bad mesh scale: mesh object should have uniform scale of 1 (ALT-S)")
if not (udk_armature.location.x == udk_armature.location.y == udk_armature.location.z == 0):
raise Error("bad armature location: armature should be located at origin (ALT-G)")
if not (udk_mesh.location.x == udk_mesh.location.y == udk_mesh.location.z == 0):
raise Error("bad mesh location: mesh should be located at origin (ALT-G)")
# prep
psk = PSKFile()
psa = PSAFile()
# step 1
parse_mesh(udk_mesh, psk)
# step 2
udk_bones = parse_armature(udk_armature, psk, psa)
# step 3
if context.scene.udk_option_export_psa == True:
actions = collate_actions()
parse_animation(udk_armature, udk_bones, actions, psa)
# write files
print(header("Exporting", 'CENTER'))
psk_filename = filepath + '.psk'
psa_filename = filepath + '.psa'
if context.scene.udk_option_export_psk == True:
print("Skeletal mesh data...")
psk.PrintOut()
file = open(psk_filename, "wb")
file.write(psk.dump())
file.close()
print("Exported: " + psk_filename)
print()
if context.scene.udk_option_export_psa == True:
print("Animation data...")
if not psa.IsEmpty():
psa.PrintOut()
file = open(psa_filename, "wb")
file.write(psa.dump())
file.close()
print("Exported: " + psa_filename)
else:
print("No Animation (.psa file) to export")
print()
print("Export completed in {:.2f} seconds".format((time.clock() - t)))
from bpy.props import *
#===========================================================================
# Operator
#===========================================================================
class Operator_UDKExport( bpy.types.Operator ):
bl_idname = "object.udk_export"
bl_label = "Export now"
__doc__ = "Export to UDK"
def execute(self, context):
print( "\n"*8 )
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')
filepath = get_dst_path()
# cache settings
restore_frame = scene.frame_current
message = "Finish Export!"
try:
export(filepath)
except Error as err:
print(err.message)
message = err.message
# restore settings
scene.frame_set(restore_frame)
self.report({'ERROR'}, message)
# restore settings
scene.frame_set(restore_frame)
return {'FINISHED'}
#===========================================================================
# Operator
#===========================================================================
class Operator_ToggleConsole( bpy.types.Operator ):
bl_idname = "object.toggle_console"
bl_label = "Toggle console"
__doc__ = "Show or hide the console"
#def invoke(self, context, event):
# bpy.ops.wm.console_toggle()
# return{'FINISHED'}
def execute(self, context):
bpy.ops.wm.console_toggle()
return {'FINISHED'}
#===========================================================================
# Get filepath for export
#===========================================================================
def get_dst_path():
if bpy.context.scene.udk_option_filename_src == '0':
if bpy.context.active_object:
path = os.path.split(bpy.data.filepath)[0] + "\\" + bpy.context.active_object.name# + ".psk"
else:
path = os.path.split(bpy.data.filepath)[0] + "\\" + "Unknown";
else:
path = os.path.splitext(bpy.data.filepath)[0]# + ".psk"
return path
# fixme
from bpy.props import *
#Added by [MGVS]
bpy.types.Scene.udk_option_filename_src = EnumProperty(
name = "Filename",
description = "Sets the name for the files",
items = [ ('0', "From object", "Name will be taken from object name"),
('1', "From Blend", "Name will be taken from .blend file name") ],
default = '0')
bpy.types.Scene.udk_option_export_psk = BoolProperty(
name = "bool export psa",
description = "bool for exporting this psk format",
default = True)
bpy.types.Scene.udk_option_export_psa = BoolProperty(
name = "bool export psa",
description = "bool for exporting this psa format",
default = True)
bpy.types.Scene.udk_option_clamp_uv = BoolProperty(
name = "Clamp UV",
description = "Clamp UV co-ordinates to [0-1]",
default = False)
bpy.types.Scene.udk_copy_merge = BoolProperty(
name = "merge mesh",
description = "Deal with unlinking the mesh to be remove while exporting the object.",
default = False)
bpy.types.Scene.udk_option_export = EnumProperty(
name = "Export",
description = "What to export",
items = [ ('0', "Mesh only", "Exports the PSK file for the skeletal mesh"),
('1', "Animation only", "Export the PSA file for animations"),
('2', "Mesh & Animation", "Export both PSK and PSA files") ],
default = '2')
bpy.types.Scene.udk_option_verbose = BoolProperty(
name = "Verbose",
description = "Verbose console output",
default = False)
bpy.types.Scene.udk_option_smoothing_groups = BoolProperty(
name = "Smooth Groups",
description = "Activate hard edges as smooth groups",
default = True)
bpy.types.Scene.udk_option_triangulate = BoolProperty(
name = "Triangulate Mesh",
description = "Convert Quads to Triangles",
default = False)
import bmesh
#===========================================================================
# User interface
#===========================================================================
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"""
def invoke(self, context, event):
print("----------------------------------------")
print("Init Select Face(s):")
bselected = False
for obj in bpy.data.objects:
if obj.type == 'MESH' and obj.select == True:
smoothcount = 0
flatcount = 0
bpy.ops.object.mode_set(mode='OBJECT')#it need to go into object mode to able to select the faces
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:
face.select = False
for face in mesh.faces:
if face.smooth == True:
face.select = True
smoothcount += 1
else:
flatcount += 1
face.select = False
mesh.to_mesh(obj.data)
bpy.context.scene.update()
bpy.ops.object.mode_set(mode='EDIT')
print("Select Smooth Count(s):",smoothcount," Flat Count(s):",flatcount)
bselected = True
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!")
print("----------------------------------------")
return{'FINISHED'}
class OBJECT_OT_MeshClearWeights(bpy.types.Operator):
bl_idname = "object.meshclearweights" # XXX, name???
bl_label = "Remove Mesh vertex weights"
__doc__ = """Remove all mesh vertex groups weights for the bones."""
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!")
break
return{'FINISHED'}
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"""
def invoke(self, context, event):
print("----------------------------------------")
print("Init Mesh Bebuild...")
bselected = False
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))
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:
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)
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("Object Name:",obmesh.name)
bpy.context.scene.update()
bselected = True
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("----------------------------------------")
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:
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
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
print("Bone Count:",len(obj.data.bones))
print("Hold Bone Count",len(currentbone))
print("New Bone Count",len(ob_new.data.edit_bones))
print("Rebuild Armture Finish:",ob_new.name)
bpy.context.scene.update()
bselected = True
break
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'}
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"
#def draw_header(self, context):
# layout = self.layout
#obj = context.object
#layout.prop(obj, "select", text="")
#@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
layout.prop(context.scene, "udk_option_smoothing_groups")
layout.prop(context.scene, "udk_option_clamp_uv")
layout.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.operator("object.udk_export")
#layout.separator()
layout.operator("object.toggle_console")
layout.operator(OBJECT_OT_UTRebuildArmature.bl_idname)
layout.operator(OBJECT_OT_MeshClearWeights.bl_idname)
layout.operator(OBJECT_OT_UTSelectedFaceSmooth.bl_idname)
layout.operator(OBJECT_OT_UTRebuildMesh.bl_idname)
#layout.separator()
class ExportUDKAnimData(bpy.types.Operator):
'''Export Skeleton Mesh / Animation Data file(s)'''
bl_idname = "export_anim.udk" # this is important since its how bpy.ops.export.udk_anim_data is constructed
bl_label = "Export PSK/PSA"
__doc__ = """One mesh and one armature else select one mesh or armature to be exported"""
# 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
@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')
filepath = get_dst_path()
# cache settings
restore_frame = scene.frame_current
message = "Finish Export!"
try:
export(filepath)
except Error as err:
print(err.message)
message = err.message
# restore settings
scene.frame_set(restore_frame)
self.report({'WARNING', 'INFO'}, message)
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
wm.fileselect_add(self)
return {'RUNNING_MODAL'}
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
#===========================================================================
def register():
#print("REGISTER")
bpy.utils.register_module(__name__)
bpy.types.INFO_MT_file_export.append(menu_func)
def unregister():
#print("UNREGISTER")
bpy.utils.unregister_module(__name__)
bpy.types.INFO_MT_file_export.remove(menu_func)
if __name__ == "__main__":
#print("\n"*4)
print(header("UDK Export PSK/PSA Alpha 0.1", 'CENTER'))
register()
#loader
#filename = "D:/Projects/BlenderScripts/io_export_udk_psa_psk_alpha.py"
#exec(compile(open(filename).read(), filename, 'exec'))
|