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mirror of https://github.com/DarklightGames/io_scene_psk_psa.git synced 2025-02-21 11:39:37 +01:00

Updated PSK and PSA export to use new Blender 4.0 bone collections instead of bone groups

This commit is contained in:
Colin Basnett 2023-09-17 21:18:41 -07:00
parent 4db8764677
commit 32e0d89dbd
9 changed files with 94 additions and 89 deletions

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@ -12,7 +12,7 @@ This Blender add-on allows you to import and export meshes and animations to and
* Non-standard file section data is supported for import only (vertex normals, extra UV channels, vertex colors, shape keys).
* Fine-grained PSA sequence importing for efficient workflow when working with large PSA files.
* PSA sequence metadata (e.g., frame rate, sequence name) is preserved on import, allowing this data to be reused on export.
* Specific [bone groups](https://docs.blender.org/manual/en/latest/animation/armatures/properties/bone_groups.html) can be excluded from PSK/PSA export (useful for excluding non-contributing bones such as IK controllers).
* Specific bone collections can be excluded from PSK/PSA export (useful for excluding non-contributing bones such as IK controllers).
* PSA sequences can be exported directly from actions or delineated using a scene's [timeline markers](https://docs.blender.org/manual/en/latest/animation/markers.html), allowing direct use of the [NLA](https://docs.blender.org/manual/en/latest/editors/nla/index.html) when creating sequences.
* Manual re-ordering of material slots when exporting multiple mesh objects.

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@ -1,7 +1,6 @@
import datetime
import re
import typing
from collections import Counter
from typing import List, Iterable
import addon_utils
@ -49,43 +48,46 @@ def get_nla_strips_in_timeframe(animation_data: AnimData, frame_min: float, fram
return strips
def populate_bone_group_list(armature_object: Object, bone_group_list: bpy.props.CollectionProperty) -> None:
def populate_bone_collection_list(armature_object: Object, bone_collection_list: bpy.props.CollectionProperty) -> None:
"""
Updates the bone group collection.
Updates the bone collections collection.
Bone group selections are preserved between updates unless none of the groups were previously selected;
otherwise, all groups are selected by default.
Bone collection selections are preserved between updates unless none of the groups were previously selected;
otherwise, all collections are selected by default.
"""
has_selected_groups = any([g.is_selected for g in bone_group_list])
unassigned_group_is_selected, selected_assigned_group_names = True, []
has_selected_collections = any([g.is_selected for g in bone_collection_list])
unassigned_collection_is_selected, selected_assigned_collection_names = True, []
if has_selected_groups:
if has_selected_collections:
# Preserve group selections before clearing the list.
# We handle selections for the unassigned group separately to cover the edge case
# where there might be an actual group with 'Unassigned' as its name.
unassigned_group_idx, unassigned_group_is_selected = next(iter([
(i, g.is_selected) for i, g in enumerate(bone_group_list) if g.index == -1]), (-1, False))
unassigned_collection_idx, unassigned_collection_is_selected = next(iter([
(i, g.is_selected) for i, g in enumerate(bone_collection_list) if g.index == -1]), (-1, False))
selected_assigned_group_names = [
g.name for i, g in enumerate(bone_group_list) if i != unassigned_group_idx and g.is_selected]
selected_assigned_collection_names = [
g.name for i, g in enumerate(bone_collection_list) if i != unassigned_collection_idx and g.is_selected]
bone_group_list.clear()
bone_collection_list.clear()
if armature_object and armature_object.pose:
bone_group_counts = Counter(map(lambda x: x.bone_group, armature_object.pose.bones))
armature = armature_object.data
item = bone_group_list.add()
item.name = 'Unassigned'
item.index = -1
item.count = 0 if None not in bone_group_counts else bone_group_counts[None]
item.is_selected = unassigned_group_is_selected
if armature is None:
return
for bone_group_index, bone_group in enumerate(armature_object.pose.bone_groups):
item = bone_group_list.add()
item.name = bone_group.name
item.index = bone_group_index
item.count = 0 if bone_group not in bone_group_counts else bone_group_counts[bone_group]
item.is_selected = bone_group.name in selected_assigned_group_names if has_selected_groups else True
item = bone_collection_list.add()
item.name = 'Unassigned'
item.index = -1
# Count the number of bones without an assigned bone collection
item.count = sum(map(lambda bone: 1 if len(bone.collections) == 0 else 0, armature.bones))
item.is_selected = unassigned_collection_is_selected
for bone_collection_index, bone_collection in enumerate(armature.collections):
item = bone_collection_list.add()
item.name = bone_collection.name
item.index = bone_collection_index
item.count = len(bone_collection.bones)
item.is_selected = bone_collection.name in selected_assigned_collection_names if has_selected_collections else True
def check_bone_names(bone_names: Iterable[str]):
@ -97,15 +99,15 @@ def check_bone_names(bone_names: Iterable[str]):
f'You can bypass this by disabling "Enforce Bone Name Restrictions" in the export settings.')
def get_export_bone_names(armature_object: Object, bone_filter_mode: str, bone_group_indices: List[int]) -> List[str]:
def get_export_bone_names(armature_object: Object, bone_filter_mode: str, bone_collection_indices: List[int]) -> List[str]:
"""
Returns a sorted list of bone indices that should be exported for the given bone filter mode and bone groups.
Returns a sorted list of bone indices that should be exported for the given bone filter mode and bone collections.
Note that the ancestors of bones within the bone groups will also be present in the returned list.
Note that the ancestors of bones within the bone collections will also be present in the returned list.
:param armature_object: Blender object with type 'ARMATURE'
:param bone_filter_mode: One of ['ALL', 'BONE_GROUPS']
:param bone_group_indices: List of bone group indices to be exported.
:param bone_filter_mode: One of ['ALL', 'BONE_COLLECTIONS']
:param bone_collection_indices: List of bone collection indices to be exported.
:return: A sorted list of bone indices that should be exported.
"""
if armature_object is None or armature_object.type != 'ARMATURE':
@ -113,16 +115,21 @@ def get_export_bone_names(armature_object: Object, bone_filter_mode: str, bone_g
armature_data = typing.cast(bpy.types.Armature, armature_object.data)
bones = armature_data.bones
pose_bones = armature_object.pose.bones
bone_names = [x.name for x in bones]
# Get a list of the bone indices that we are explicitly including.
bone_index_stack = []
is_exporting_none_bone_groups = -1 in bone_group_indices
for bone_index, pose_bone in enumerate(pose_bones):
is_exporting_unassigned_bone_collections = -1 in bone_collection_indices
bone_collections = list(armature_data.collections)
for bone_index, bone in enumerate(bones):
# Check if this bone is in any of the collections in the bone collection indices list.
this_bone_collection_indices = set(bone_collections.index(x) for x in bone.collections)
is_in_exported_bone_collections = len(set(bone_collection_indices).intersection(this_bone_collection_indices)) > 0
if bone_filter_mode == 'ALL' or \
(pose_bone.bone_group is None and is_exporting_none_bone_groups) or \
(pose_bone.bone_group is not None and pose_bone.bone_group_index in bone_group_indices):
(len(bone.collections) == 0 and is_exporting_unassigned_bone_collections) or \
is_in_exported_bone_collections:
bone_index_stack.append((bone_index, None))
# For each bone that is explicitly being added, recursively walk up the hierarchy and ensure that all of

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@ -26,7 +26,7 @@ class PsaBuildOptions:
self.animation_data: Optional[AnimData] = None
self.sequences: List[PsaBuildSequence] = []
self.bone_filter_mode: str = 'ALL'
self.bone_group_indices: List[int] = []
self.bone_collection_indices: List[int] = []
self.should_enforce_bone_name_restrictions: bool = False
self.sequence_name_prefix: str = ''
self.sequence_name_suffix: str = ''
@ -73,7 +73,7 @@ def build_psa(context: bpy.types.Context, options: PsaBuildOptions) -> Psa:
pose_bones = [x[1] for x in pose_bones]
# Get a list of all the bone indices and instigator bones for the bone filter settings.
export_bone_names = get_export_bone_names(armature_object, options.bone_filter_mode, options.bone_group_indices)
export_bone_names = get_export_bone_names(armature_object, options.bone_filter_mode, options.bone_collection_indices)
bone_indices = [bone_names.index(x) for x in export_bone_names]
# Make the bone lists contain only the bones that are going to be exported.

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@ -11,7 +11,7 @@ from bpy_types import Operator
from ..builder import build_psa, PsaBuildSequence, PsaBuildOptions
from ..export.properties import PSA_PG_export, PSA_PG_export_action_list_item, filter_sequences
from ..writer import write_psa
from ...helpers import populate_bone_group_list, get_nla_strips_in_timeframe
from ...helpers import populate_bone_collection_list, get_nla_strips_in_timeframe
def is_action_for_armature(armature: Armature, action: Action):
@ -126,9 +126,9 @@ def get_animation_data_object(context: Context) -> Object:
def is_bone_filter_mode_item_available(context, identifier):
if identifier == 'BONE_GROUPS':
obj = context.active_object
if not obj.pose or not obj.pose.bone_groups:
if identifier == 'BONE_COLLECTIONS':
armature = context.active_object.data
if len(armature.collections) == 0:
return False
return True
@ -304,13 +304,13 @@ class PSA_OT_export(Operator, ExportHelper):
row = layout.row(align=True)
row.prop(pg, 'bone_filter_mode', text='Bones')
if pg.bone_filter_mode == 'BONE_GROUPS':
if pg.bone_filter_mode == 'BONE_COLLECTIONS':
row = layout.row(align=True)
row.label(text='Select')
row.operator(PSA_OT_export_bone_groups_select_all.bl_idname, text='All', icon='CHECKBOX_HLT')
row.operator(PSA_OT_export_bone_groups_deselect_all.bl_idname, text='None', icon='CHECKBOX_DEHLT')
rows = max(3, min(len(pg.bone_group_list), 10))
layout.template_list('PSX_UL_bone_group_list', '', pg, 'bone_group_list', pg, 'bone_group_list_index',
row.operator(PSA_OT_export_bone_collections_select_all.bl_idname, text='All', icon='CHECKBOX_HLT')
row.operator(PSA_OT_export_bone_collections_deselect_all.bl_idname, text='None', icon='CHECKBOX_DEHLT')
rows = max(3, min(len(pg.bone_collection_list), 10))
layout.template_list('PSX_UL_bone_collection_list', '', pg, 'bone_collection_list', pg, 'bone_collection_list_index',
rows=rows)
layout.prop(pg, 'should_enforce_bone_name_restrictions')
@ -345,8 +345,7 @@ class PSA_OT_export(Operator, ExportHelper):
update_actions_and_timeline_markers(context, self.armature_object.data)
# Populate bone groups list.
populate_bone_group_list(self.armature_object, pg.bone_group_list)
populate_bone_collection_list(self.armature_object, pg.bone_collection_list)
context.window_manager.fileselect_add(self)
@ -401,7 +400,7 @@ class PSA_OT_export(Operator, ExportHelper):
options.animation_data = animation_data
options.sequences = export_sequences
options.bone_filter_mode = pg.bone_filter_mode
options.bone_group_indices = [x.index for x in pg.bone_group_list if x.is_selected]
options.bone_collection_indices = [x.index for x in pg.bone_collection_list if x.is_selected]
options.should_ignore_bone_name_restrictions = pg.should_enforce_bone_name_restrictions
options.sequence_name_prefix = pg.sequence_name_prefix
options.sequence_name_suffix = pg.sequence_name_suffix
@ -479,42 +478,42 @@ class PSA_OT_export_actions_deselect_all(Operator):
return {'FINISHED'}
class PSA_OT_export_bone_groups_select_all(Operator):
bl_idname = 'psa_export.bone_groups_select_all'
class PSA_OT_export_bone_collections_select_all(Operator):
bl_idname = 'psa_export.bone_collections_select_all'
bl_label = 'Select All'
bl_description = 'Select all bone groups'
bl_description = 'Select all bone collections'
bl_options = {'INTERNAL'}
@classmethod
def poll(cls, context):
pg = getattr(context.scene, 'psa_export')
item_list = pg.bone_group_list
item_list = pg.bone_collection_list
has_unselected_items = any(map(lambda action: not action.is_selected, item_list))
return len(item_list) > 0 and has_unselected_items
def execute(self, context):
pg = getattr(context.scene, 'psa_export')
for item in pg.bone_group_list:
for item in pg.bone_collection_list:
item.is_selected = True
return {'FINISHED'}
class PSA_OT_export_bone_groups_deselect_all(Operator):
bl_idname = 'psa_export.bone_groups_deselect_all'
class PSA_OT_export_bone_collections_deselect_all(Operator):
bl_idname = 'psa_export.bone_collections_deselect_all'
bl_label = 'Deselect All'
bl_description = 'Deselect all bone groups'
bl_description = 'Deselect all bone collections'
bl_options = {'INTERNAL'}
@classmethod
def poll(cls, context):
pg = getattr(context.scene, 'psa_export')
item_list = pg.bone_group_list
item_list = pg.bone_collection_list
has_selected_actions = any(map(lambda action: action.is_selected, item_list))
return len(item_list) > 0 and has_selected_actions
def execute(self, context):
pg = getattr(context.scene, 'psa_export')
for action in pg.bone_group_list:
for action in pg.bone_collection_list:
action.is_selected = False
return {'FINISHED'}
@ -523,6 +522,6 @@ classes = (
PSA_OT_export,
PSA_OT_export_actions_select_all,
PSA_OT_export_actions_deselect_all,
PSA_OT_export_bone_groups_select_all,
PSA_OT_export_bone_groups_deselect_all,
PSA_OT_export_bone_collections_select_all,
PSA_OT_export_bone_collections_deselect_all,
)

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@ -6,7 +6,7 @@ from bpy.props import BoolProperty, PointerProperty, EnumProperty, FloatProperty
StringProperty
from bpy.types import PropertyGroup, Object, Action
from ...types import PSX_PG_bone_group_list_item
from ...types import PSX_PG_bone_collection_list_item
def psa_export_property_group_animation_data_override_poll(_context, obj):
@ -86,12 +86,12 @@ class PSA_PG_export(PropertyGroup):
description='',
items=(
('ALL', 'All', 'All bones will be exported.'),
('BONE_GROUPS', 'Bone Groups', 'Only bones belonging to the selected bone groups and their ancestors will '
'be exported.'),
('BONE_COLLECTIONS', 'Bone Collections', 'Only bones belonging to the selected bone collections and their '
'ancestors will be exported.'),
)
)
bone_group_list: CollectionProperty(type=PSX_PG_bone_group_list_item)
bone_group_list_index: IntProperty(default=0, name='', description='')
bone_collection_list: CollectionProperty(type=PSX_PG_bone_collection_list_item)
bone_collection_list_index: IntProperty(default=0, name='', description='')
should_enforce_bone_name_restrictions: BoolProperty(
default=False,
name='Enforce Bone Name Restrictions',

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@ -15,7 +15,7 @@ class PskInputObjects(object):
class PskBuildOptions(object):
def __init__(self):
self.bone_filter_mode = 'ALL'
self.bone_group_indices: List[int] = []
self.bone_collection_indices: List[int] = []
self.use_raw_mesh_data = True
self.material_names: List[str] = []
self.should_enforce_bone_name_restrictions = False
@ -78,7 +78,7 @@ def build_psk(context, options: PskBuildOptions) -> Psk:
psk_bone.rotation = Quaternion.identity()
psk.bones.append(psk_bone)
else:
bone_names = get_export_bone_names(armature_object, options.bone_filter_mode, options.bone_group_indices)
bone_names = get_export_bone_names(armature_object, options.bone_filter_mode, options.bone_collection_indices)
armature_data = typing.cast(Armature, armature_object.data)
bones = [armature_data.bones[bone_name] for bone_name in bone_names]

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@ -4,14 +4,14 @@ from bpy_extras.io_utils import ExportHelper
from ..builder import build_psk, PskBuildOptions, get_psk_input_objects
from ..writer import write_psk
from ...helpers import populate_bone_group_list
from ...helpers import populate_bone_collection_list
def is_bone_filter_mode_item_available(context, identifier):
input_objects = get_psk_input_objects(context)
armature_object = input_objects.armature_object
if identifier == 'BONE_GROUPS':
if not armature_object or not armature_object.pose or not armature_object.pose.bone_groups:
if identifier == 'BONE_COLLECTIONS':
if armature_object is None or armature_object.data is None or len(armature_object.data.collections) == 0:
return False
# else if... you can set up other conditions if you add more options
return True
@ -94,8 +94,7 @@ class PSK_OT_export(Operator, ExportHelper):
pg = getattr(context.scene, 'psk_export')
# Populate bone groups list.
populate_bone_group_list(input_objects.armature_object, pg.bone_group_list)
populate_bone_collection_list(input_objects.armature_object, pg.bone_collection_list)
try:
populate_material_list(input_objects.mesh_objects, pg.material_list)
@ -136,10 +135,10 @@ class PSK_OT_export(Operator, ExportHelper):
item_layout.prop_enum(pg, 'bone_filter_mode', item.identifier)
item_layout.enabled = is_bone_filter_mode_item_available(context, identifier)
if pg.bone_filter_mode == 'BONE_GROUPS':
if pg.bone_filter_mode == 'BONE_COLLECTIONS':
row = box.row()
rows = max(3, min(len(pg.bone_group_list), 10))
row.template_list('PSX_UL_bone_group_list', '', pg, 'bone_group_list', pg, 'bone_group_list_index', rows=rows)
rows = max(3, min(len(pg.bone_collection_list), 10))
row.template_list('PSX_UL_bone_collection_list', '', pg, 'bone_collection_list', pg, 'bone_collection_list_index', rows=rows)
box.prop(pg, 'should_enforce_bone_name_restrictions')
@ -147,7 +146,7 @@ class PSK_OT_export(Operator, ExportHelper):
box = layout.box()
box.label(text='Materials', icon='MATERIAL')
row = box.row()
rows = max(3, min(len(pg.bone_group_list), 10))
rows = max(3, min(len(pg.bone_collection_list), 10))
row.template_list('PSK_UL_materials', '', pg, 'material_list', pg, 'material_list_index', rows=rows)
col = row.column(align=True)
col.operator(PSK_OT_material_list_move_up.bl_idname, text='', icon='TRIA_UP')
@ -157,7 +156,7 @@ class PSK_OT_export(Operator, ExportHelper):
pg = context.scene.psk_export
options = PskBuildOptions()
options.bone_filter_mode = pg.bone_filter_mode
options.bone_group_indices = [x.index for x in pg.bone_group_list if x.is_selected]
options.bone_collection_indices = [x.index for x in pg.bone_collection_list if x.is_selected]
options.use_raw_mesh_data = pg.use_raw_mesh_data
options.material_names = [m.material_name for m in pg.material_list]
options.should_enforce_bone_name_restrictions = pg.should_enforce_bone_name_restrictions

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@ -1,7 +1,7 @@
from bpy.props import EnumProperty, CollectionProperty, IntProperty, BoolProperty, StringProperty
from bpy.types import PropertyGroup
from ...types import PSX_PG_bone_group_list_item
from ...types import PSX_PG_bone_collection_list_item
class PSK_PG_material_list_item(PropertyGroup):
@ -16,12 +16,12 @@ class PSK_PG_export(PropertyGroup):
description='',
items=(
('ALL', 'All', 'All bones will be exported'),
('BONE_GROUPS', 'Bone Groups',
'Only bones belonging to the selected bone groups and their ancestors will be exported')
('BONE_COLLECTIONS', 'Bone Collections',
'Only bones belonging to the selected bone collections and their ancestors will be exported')
)
)
bone_group_list: CollectionProperty(type=PSX_PG_bone_group_list_item)
bone_group_list_index: IntProperty(default=0)
bone_collection_list: CollectionProperty(type=PSX_PG_bone_collection_list_item)
bone_collection_list_index: IntProperty(default=0)
use_raw_mesh_data: BoolProperty(default=False, name='Raw Mesh Data', description='No modifiers will be evaluated as part of the exported mesh')
material_list: CollectionProperty(type=PSK_PG_material_list_item)
material_list_index: IntProperty(default=0)

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@ -2,7 +2,7 @@ from bpy.props import StringProperty, IntProperty, BoolProperty, FloatProperty
from bpy.types import PropertyGroup, UIList, UILayout, Context, AnyType, Panel
class PSX_UL_bone_group_list(UIList):
class PSX_UL_bone_collection_list(UIList):
def draw_item(self, context: Context, layout: UILayout, data: AnyType, item: AnyType, icon: int,
active_data: AnyType, active_property: str, index: int = 0, flt_flag: int = 0):
@ -11,7 +11,7 @@ class PSX_UL_bone_group_list(UIList):
row.label(text=str(getattr(item, 'count')), icon='BONE_DATA')
class PSX_PG_bone_group_list_item(PropertyGroup):
class PSX_PG_bone_collection_list_item(PropertyGroup):
name: StringProperty()
index: IntProperty()
count: IntProperty()
@ -44,7 +44,7 @@ class PSX_PT_action(Panel):
classes = (
PSX_PG_action_export,
PSX_PG_bone_group_list_item,
PSX_UL_bone_group_list,
PSX_PG_bone_collection_list_item,
PSX_UL_bone_collection_list,
PSX_PT_action
)