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https://github.com/DarklightGames/io_scene_psk_psa.git
synced 2024-11-14 10:17:41 +01:00
PSA exports now work!
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parent
f8ac443bb1
commit
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3
.gitignore
vendored
3
.gitignore
vendored
@ -102,3 +102,6 @@ venv.bak/
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# mypy
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# mypy
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.mypy_cache/
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.mypy_cache/
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# PyCharm
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.idea
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30
src/data.py
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30
src/data.py
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@ -0,0 +1,30 @@
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from ctypes import *
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class Vector3(Structure):
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_fields_ = [
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('x', c_float),
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('y', c_float),
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('z', c_float),
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]
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class Quaternion(Structure):
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_fields_ = [
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('x', c_float),
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('y', c_float),
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('z', c_float),
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('w', c_float),
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]
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class Section(Structure):
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_fields_ = [
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('name', c_char * 20),
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('type_flags', c_int32),
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('data_size', c_int32),
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('data_count', c_int32)
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]
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def __init__(self, *args, **kw):
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super().__init__(*args, **kw)
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self.type_flags = 1999801
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@ -2,6 +2,8 @@ import bpy
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import mathutils
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import mathutils
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from .data import *
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from .data import *
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# https://git.cth451.me/cth451/blender-addons/blob/master/io_export_unreal_psk_psa.py
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class PsaBuilder(object):
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class PsaBuilder(object):
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def __init__(self):
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def __init__(self):
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# TODO: add options in here (selected anims, eg.)
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# TODO: add options in here (selected anims, eg.)
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@ -22,6 +24,14 @@ class PsaBuilder(object):
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bones = list(armature.data.bones)
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bones = list(armature.data.bones)
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# The order of the armature bones and the pose bones is not guaranteed to be the same.
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# As as a result, we need to reconstruct the list of pose bones in the same order as the
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# armature bones.
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bone_names = [x.name for x in bones]
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pose_bones = [(bone_names.index(bone.name), bone) for bone in armature.pose.bones]
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pose_bones.sort(key=lambda x: x[0])
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pose_bones = [x[1] for x in pose_bones]
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for bone in bones:
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for bone in bones:
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psa_bone = Psa.Bone()
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psa_bone = Psa.Bone()
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psa_bone.name = bytes(bone.name, encoding='utf-8')
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psa_bone.name = bytes(bone.name, encoding='utf-8')
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@ -58,8 +68,8 @@ class PsaBuilder(object):
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psa.bones.append(psa_bone)
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psa.bones.append(psa_bone)
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print('---- ACTIONS ----')
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print('---- ACTIONS ----')
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frame_start_index = 0
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frame_start_index = 0
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for action in bpy.data.actions:
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for action in bpy.data.actions:
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if len(action.fcurves) == 0:
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if len(action.fcurves) == 0:
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continue
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continue
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@ -73,15 +83,18 @@ class PsaBuilder(object):
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sequence.name = bytes(action.name, encoding='utf-8')
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sequence.name = bytes(action.name, encoding='utf-8')
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sequence.frame_count = frame_max - frame_min + 1
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sequence.frame_count = frame_max - frame_min + 1
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sequence.frame_start_index = frame_start_index
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sequence.frame_start_index = frame_start_index
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print(frame_start_index)
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sequence.fps = 30 # TODO: fill in later with r
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sequence.fps = 30 # TODO: fill in later with r
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for frame in range(frame_min, frame_max + 1):
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print(action.name, frame_min, frame_max)
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frame_count = frame_max - frame_min + 1
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for frame in range(frame_count):
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context.scene.frame_set(frame)
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context.scene.frame_set(frame)
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print(frame)
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for bone in pose_bones:
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# TODO: is the cast-to-matrix necessary? (guessing no)
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for bone_index, bone in enumerate(armature.pose.bones):
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# TODO: is the cast-to-matrix necesssary? (guessing no)
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key = Psa.Key()
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key = Psa.Key()
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pose_bone_matrix = bone.matrix
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pose_bone_matrix = bone.matrix
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@ -92,6 +105,9 @@ class PsaBuilder(object):
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location = pose_bone_matrix.to_translation()
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location = pose_bone_matrix.to_translation()
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rotation = pose_bone_matrix.to_quaternion().normalized()
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rotation = pose_bone_matrix.to_quaternion().normalized()
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if action.name == 'shoot_open' and bone.name == 'barrel':
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print(location)
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if bone.parent is not None:
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if bone.parent is not None:
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rotation.x = -rotation.x
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rotation.x = -rotation.x
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rotation.y = -rotation.y
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rotation.y = -rotation.y
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@ -110,6 +126,9 @@ class PsaBuilder(object):
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frame_start_index += 1
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frame_start_index += 1
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sequence.bone_count = len(pose_bones)
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sequence.track_time = frame_count
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psa.sequences.append(sequence)
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psa.sequences.append(sequence)
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return psa
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return psa
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