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mirror of https://github.com/DarklightGames/io_scene_psk_psa.git synced 2024-11-27 16:10:48 +01:00

Merge branch 'bdk'

# Conflicts:
#	README.md
#	io_scene_psk_psa/__init__.py
#	io_scene_psk_psa/psk/data.py
#	io_scene_psk_psa/psk/importer.py
#	io_scene_psk_psa/psk/reader.py
This commit is contained in:
Colin Basnett 2023-04-27 19:56:09 -07:00
commit 9e18e40387
13 changed files with 651 additions and 473 deletions

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@ -1,4 +1,9 @@
This Blender 2.90+ add-on allows you to import and export meshes and animations to and from the [PSK and PSA file formats](https://wiki.beyondunreal.com/PSK_%26_PSA_file_formats) used in many versions of the Unreal Engine.
[![Blender](https://img.shields.io/badge/Blender->=3.4-blue?logo=blender&logoColor=white)](https://www.blender.org/download/ "Download Blender")
[![GitHub release](https://img.shields.io/github/release/DarklightGames/io_scene_psk_psa?include_prereleases=&sort=semver&color=blue)](https://github.com/DarklightGames/io_scene_psk_psa/releases/)
This Blender add-on allows you to import and export meshes and animations to and from the [PSK and PSA file formats](https://wiki.beyondunreal.com/PSK_%26_PSA_file_formats) used in many version of the Unreal Engine.
> **NOTE**: This addon requires Blender 3.4+. If this is not available to you, install version [4.3.0](https://github.com/DarklightGames/io_scene_psk_psa/releases/tag/4.3.0), as it has a minimum Blender version of 2.9.
# Features
* Full PSK/PSA import and export capabilities.
@ -11,36 +16,33 @@ This Blender 2.90+ add-on allows you to import and export meshes and animations
# Installation
1. Download the zip file for the latest version from the [releases](https://github.com/DarklightGames/io_export_psk_psa/releases) page.
2. Open Blender 2.90 or later.
3. Navigate to the Blender Preferences (Edit > Preferences).
4. Select the "Add-ons" tab.
5. Click the "Install..." button.
6. Select the .zip file that you downloaded earlier and click "Install Add-on".
7. Enable the newly added "Import-Export: PSK/PSA Importer/Exporter" addon.
2. Open Blender 3.4.0 or later.
3. Navigate to the Blender Preferences (`Edit` > `Preferences`).
4. Select the `Add-ons` tab.
5. Click the `Install...` button.
6. Select the .zip file that you downloaded earlier and click `Install Add-on`.
7. Enable the newly added `Import-Export: PSK/PSA Importer/Exporter` addon.
# Usage
## Exporting a PSK
1. Select the mesh objects you wish to export.
3. Navigate to File > Export > Unreal PSK (.psk)
4. Enter the file name and click "Export".
2. Navigate to `File` > `Export` > `Unreal PSK (.psk)`.
3. Enter the file name and click `Export`.
## Importing a PSK/PSKX
1. Navigate to File > Import > Unreal PSK (.psk/.pskx)
2. Select the PSK file you want to import and click "Import".
1. Navigate to `File` > `Import` > `Unreal PSK (.psk/.pskx)`.
2. Select the PSK file you want to import and click `Import`.
## Exporting a PSA
1. Select the armature objects you wish to export.
2. Navigate to File > Export > Unreal PSA (.psa)
3. Enter the file name and click "Export".
2. Navigate to `File` > `Export` > `Unreal PSA (.psa)`.
3. Enter the file name and click `Export`.
## Importing a PSA
1. Select the armature object that you wish you import actions to.
2. Navigate to the Object Data Properties tab of the Properties editor.
3. Navigate to the PSA Import panel.
4. Click "Select PSA File".
5. Select the PSA file that you want to import animations from and click "Select".
6. In the Actions box, select which animations you want to import.
7. Click "Import".
1. Select an armature that you want import animations for.
2. Navigate to `File` > `Import` > `Unreal PSA (.psa)`.
3. Select the PSA file you want to import.
4. Select the sequences that you want to import and click `Import`.
# FAQ
## Why are the mesh normals not accurate when importing a PSK extracted from [UE Viewer](https://www.gildor.org/en/projects/umodel)?

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@ -1,9 +1,8 @@
bl_info = {
"name": "PSK/PSA Importer/Exporter",
"author": "Colin Basnett, Yurii Ti",
"version": (4, 3, 0),
"blender": (2, 90, 0),
# "location": "File > Export > PSK Export (.psk)",
"version": (5, 0, 0),
"blender": (3, 4, 0),
"description": "PSK/PSA Import/Export (.psk/.psa)",
"warning": "",
"doc_url": "https://github.com/DarklightGames/io_scene_psk_psa",
@ -44,9 +43,34 @@ else:
from .psa import importer as psa_importer
import bpy
from bpy.props import PointerProperty
from bpy.props import CollectionProperty, PointerProperty, StringProperty, IntProperty
from bpy.types import AddonPreferences, PropertyGroup
classes = (psx_types.classes +
class MaterialPathPropertyGroup(PropertyGroup):
path: StringProperty(name='Path', subtype='DIR_PATH')
class PskPsaAddonPreferences(AddonPreferences):
bl_idname = __name__
material_path_list: CollectionProperty(type=MaterialPathPropertyGroup)
material_path_index: IntProperty()
def draw_filter(self, context, layout):
pass
def draw(self, context: bpy.types.Context):
self.layout.label(text='Material Paths')
row = self.layout.row()
row.template_list('PSX_UL_MaterialPathList', '', self, 'material_path_list', self, 'material_path_index')
column = row.column()
column.operator(psx_types.PSX_OT_MaterialPathAdd.bl_idname, icon='ADD', text='')
column.operator(psx_types.PSX_OT_MaterialPathRemove.bl_idname, icon='REMOVE', text='')
classes = ((MaterialPathPropertyGroup, PskPsaAddonPreferences) +
psx_types.classes +
psk_importer.classes +
psk_exporter.classes +
psa_exporter.classes +
@ -65,26 +89,30 @@ def psa_export_menu_func(self, context):
self.layout.operator(psa_exporter.PsaExportOperator.bl_idname, text='Unreal PSA (.psa)')
def psa_import_menu_func(self, context):
self.layout.operator(psa_importer.PsaImportOperator.bl_idname, text='Unreal PSA (.psa)')
def register():
for cls in classes:
bpy.utils.register_class(cls)
bpy.types.TOPBAR_MT_file_export.append(psk_export_menu_func)
bpy.types.TOPBAR_MT_file_import.append(psk_import_menu_func)
bpy.types.TOPBAR_MT_file_export.append(psa_export_menu_func)
bpy.types.TOPBAR_MT_file_import.append(psa_import_menu_func)
bpy.types.Scene.psa_import = PointerProperty(type=psa_importer.PsaImportPropertyGroup)
bpy.types.Scene.psk_import = PointerProperty(type=psk_importer.PskImportPropertyGroup)
bpy.types.Scene.psa_export = PointerProperty(type=psa_exporter.PsaExportPropertyGroup)
bpy.types.Scene.psk_export = PointerProperty(type=psk_exporter.PskExportPropertyGroup)
def unregister():
del bpy.types.Scene.psa_import
del bpy.types.Scene.psk_import
del bpy.types.Scene.psa_export
del bpy.types.Scene.psk_export
bpy.types.TOPBAR_MT_file_export.remove(psk_export_menu_func)
bpy.types.TOPBAR_MT_file_import.remove(psk_import_menu_func)
bpy.types.TOPBAR_MT_file_export.remove(psa_export_menu_func)
bpy.types.TOPBAR_MT_file_import.remove(psa_import_menu_func)
for cls in reversed(classes):
bpy.utils.unregister_class(cls)

39
io_scene_psk_psa/bdk.py Normal file
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@ -0,0 +1,39 @@
import re
from typing import Optional
class UReference:
type_name: str
package_name: str
group_name: Optional[str]
object_name: str
def __init__(self, type_name: str, package_name: str, object_name: str, group_name: Optional[str] = None):
self.type_name = type_name
self.package_name = package_name
self.object_name = object_name
self.group_name = group_name
@staticmethod
def from_string(string: str) -> Optional['UReference']:
if string == 'None':
return None
pattern = r'(\w+)\'([\w\.\d\-\_]+)\''
match = re.match(pattern, string)
if match is None:
print(f'BAD REFERENCE STRING: {string}')
return None
type_name = match.group(1)
object_name = match.group(2)
pattern = r'([\w\d\-\_]+)'
values = re.findall(pattern, object_name)
package_name = values[0]
object_name = values[-1]
return UReference(type_name, package_name, object_name, group_name=None)
def __repr__(self):
s = f'{self.type_name}\'{self.package_name}'
if self.group_name:
s += f'.{self.group_name}'
s += f'.{self.object_name}'
return s

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@ -1,10 +1,12 @@
import datetime
import re
import typing
from collections import Counter
from typing import List, Iterable
import addon_utils
import bpy.types
from bpy.types import NlaStrip, Object
from bpy.types import NlaStrip, Object, AnimData
class Timer:
@ -25,14 +27,14 @@ class Timer:
return datetime.datetime.now() - self.start
def rgb_to_srgb(c):
def rgb_to_srgb(c: float):
if c > 0.0031308:
return 1.055 * (pow(c, (1.0 / 2.4))) - 0.055
else:
return 12.92 * c
def get_nla_strips_in_timeframe(animation_data, frame_min, frame_max) -> List[NlaStrip]:
def get_nla_strips_in_timeframe(animation_data: AnimData, frame_min: float, frame_max: float) -> List[NlaStrip]:
if animation_data is None:
return []
strips = []
@ -86,13 +88,6 @@ def populate_bone_group_list(armature_object: Object, bone_group_list: bpy.props
item.is_selected = bone_group.name in selected_assigned_group_names if has_selected_groups else True
def get_psa_sequence_name(action, should_use_original_sequence_name):
if should_use_original_sequence_name and 'psa_sequence_name' in action:
return action['psa_sequence_name']
else:
return action.name
def check_bone_names(bone_names: Iterable[str]):
pattern = re.compile(r'^[a-zA-Z\d_\- ]+$')
invalid_bone_names = [x for x in bone_names if pattern.match(x) is None]
@ -101,7 +96,7 @@ def check_bone_names(bone_names: Iterable[str]):
f'Bone names must only contain letters, numbers, spaces, hyphens and underscores.')
def get_export_bone_names(armature_object, bone_filter_mode, bone_group_indices: List[int]) -> List[str]:
def get_export_bone_names(armature_object: Object, bone_filter_mode: str, bone_group_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.
@ -115,7 +110,8 @@ def get_export_bone_names(armature_object, bone_filter_mode, bone_group_indices:
if armature_object is None or armature_object.type != 'ARMATURE':
raise ValueError('An armature object must be supplied')
bones = armature_object.data.bones
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]
@ -174,3 +170,7 @@ def get_export_bone_names(armature_object, bone_filter_mode, bone_group_indices:
f'Additional debugging information has been written to the console.')
return bone_names
def is_bdk_addon_loaded():
return addon_utils.check('bdk_addon')[1]

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@ -1,115 +1,39 @@
from typing import Dict
from typing import Optional
from bpy.types import Action, Armature, Bone
from bpy.types import Armature, Bone, Action
from .data import *
from ..helpers import *
class PsaBuildOptions(object):
class PsaExportSequence:
class NlaState:
def __init__(self):
self.action: Optional[Action] = None
self.frame_start: int = 0
self.frame_end: int = 0
def __init__(self):
self.should_override_animation_data = False
self.animation_data_override = None
self.fps_source = 'SCENE'
self.fps_custom = 30.0
self.sequence_source = 'ACTIONS'
self.actions = []
self.marker_names = []
self.bone_filter_mode = 'ALL'
self.bone_group_indices = []
self.should_use_original_sequence_names = False
self.should_trim_timeline_marker_sequences = True
self.should_ignore_bone_name_restrictions = False
self.sequence_name_prefix = ''
self.sequence_name_suffix = ''
self.root_motion = False
self.name: str = ''
self.nla_state: PsaExportSequence.NlaState = PsaExportSequence.NlaState()
self.fps: float = 30.0
def get_sequence_fps(context, options: PsaBuildOptions, actions: Iterable[Action]) -> float:
if options.fps_source == 'SCENE':
return context.scene.render.fps
if options.fps_source == 'CUSTOM':
return options.fps_custom
elif options.fps_source == 'ACTION_METADATA':
# Get the minimum value of action metadata FPS values.
fps_list = []
for action in filter(lambda x: 'psa_sequence_fps' in x, actions):
fps = action['psa_sequence_fps']
if type(fps) == int or type(fps) == float:
fps_list.append(fps)
if len(fps_list) > 0:
return min(fps_list)
else:
# No valid action metadata to use, fallback to scene FPS
return context.scene.render.fps
else:
raise RuntimeError(f'Invalid FPS source "{options.fps_source}"')
def get_timeline_marker_sequence_frame_ranges(animation_data, context, options: PsaBuildOptions) -> Dict:
# Timeline markers need to be sorted so that we can determine the sequence start and end positions.
sequence_frame_ranges = dict()
sorted_timeline_markers = list(sorted(context.scene.timeline_markers, key=lambda x: x.frame))
sorted_timeline_marker_names = list(map(lambda x: x.name, sorted_timeline_markers))
for marker_name in options.marker_names:
marker = context.scene.timeline_markers[marker_name]
frame_min = marker.frame
# Determine the final frame of the sequence based on the next marker.
# If no subsequent marker exists, use the maximum frame_end from all NLA strips.
marker_index = sorted_timeline_marker_names.index(marker_name)
next_marker_index = marker_index + 1
frame_max = 0
if next_marker_index < len(sorted_timeline_markers):
# There is a next marker. Use that next marker's frame position as the last frame of this sequence.
frame_max = sorted_timeline_markers[next_marker_index].frame
if options.should_trim_timeline_marker_sequences:
nla_strips = get_nla_strips_in_timeframe(animation_data, marker.frame, frame_max)
if len(nla_strips) > 0:
frame_max = min(frame_max, max(map(lambda nla_strip: nla_strip.frame_end, nla_strips)))
frame_min = max(frame_min, min(map(lambda nla_strip: nla_strip.frame_start, nla_strips)))
else:
# No strips in between this marker and the next, just export this as a one-frame animation.
frame_max = frame_min
else:
# There is no next marker.
# Find the final frame of all the NLA strips and use that as the last frame of this sequence.
for nla_track in animation_data.nla_tracks:
if nla_track.mute:
continue
for strip in nla_track.strips:
frame_max = max(frame_max, strip.frame_end)
if frame_min > frame_max:
continue
sequence_frame_ranges[marker_name] = int(frame_min), int(frame_max)
return sequence_frame_ranges
class PsaBuildOptions:
def __init__(self):
self.animation_data: Optional[AnimData] = None
self.sequences: List[PsaExportSequence] = []
self.bone_filter_mode: str = 'ALL'
self.bone_group_indices: List[int] = []
self.should_ignore_bone_name_restrictions: bool = False
self.sequence_name_prefix: str = ''
self.sequence_name_suffix: str = ''
self.root_motion: bool = False
def build_psa(context: bpy.types.Context, options: PsaBuildOptions) -> Psa:
active_object = context.view_layer.objects.active
if active_object.type != 'ARMATURE':
raise RuntimeError('Selected object must be an Armature')
if options.should_override_animation_data:
animation_data_object = options.animation_data_override
else:
animation_data_object = active_object
animation_data = animation_data_object.animation_data
if animation_data is None:
raise RuntimeError(f'No animation data for object \'{animation_data_object.name}\'')
# Ensure that we actually have items that we are going to be exporting.
if options.sequence_source == 'ACTIONS' and len(options.actions) == 0:
raise RuntimeError('No actions were selected for export')
elif options.sequence_source == 'TIMELINE_MARKERS' and len(options.marker_names) == 0:
raise RuntimeError('No timeline markers were selected for export')
psa = Psa()
armature_object = active_object
@ -177,72 +101,28 @@ def build_psa(context: bpy.types.Context, options: PsaBuildOptions) -> Psa:
psa.bones.append(psa_bone)
# Populate the export sequence list.
class NlaState:
def __init__(self):
self.frame_min = 0
self.frame_max = 0
self.action = None
class ExportSequence:
def __init__(self):
self.name = ''
self.nla_state = NlaState()
self.fps = 30.0
export_sequences = []
if options.sequence_source == 'ACTIONS':
for action in options.actions:
if len(action.fcurves) == 0:
continue
export_sequence = ExportSequence()
export_sequence.nla_state.action = action
export_sequence.name = get_psa_sequence_name(action, options.should_use_original_sequence_names)
frame_min, frame_max = [int(x) for x in action.frame_range]
export_sequence.nla_state.frame_min = frame_min
export_sequence.nla_state.frame_max = frame_max
export_sequence.fps = get_sequence_fps(context, options, [action])
export_sequences.append(export_sequence)
pass
elif options.sequence_source == 'TIMELINE_MARKERS':
sequence_frame_ranges = get_timeline_marker_sequence_frame_ranges(animation_data, context, options)
for name, (frame_min, frame_max) in sequence_frame_ranges.items():
export_sequence = ExportSequence()
export_sequence.name = name
export_sequence.nla_state.action = None
export_sequence.nla_state.frame_min = frame_min
export_sequence.nla_state.frame_max = frame_max
nla_strips_actions = set(
map(lambda x: x.action, get_nla_strips_in_timeframe(animation_data, frame_min, frame_max)))
export_sequence.fps = get_sequence_fps(context, options, nla_strips_actions)
export_sequences.append(export_sequence)
else:
raise ValueError(f'Unhandled sequence source: {options.sequence_source}')
# Add prefixes and suffices to the names of the export sequences and strip whitespace.
for export_sequence in export_sequences:
for export_sequence in options.sequences:
export_sequence.name = f'{options.sequence_name_prefix}{export_sequence.name}{options.sequence_name_suffix}'
export_sequence.name = export_sequence.name.strip()
# Save the current action and frame so that we can restore the state once we are done.
saved_frame_current = context.scene.frame_current
saved_action = animation_data.action
saved_action = options.animation_data.action
# Now build the PSA sequences.
# We actually alter the timeline frame and simply record the resultant pose bone matrices.
frame_start_index = 0
for export_sequence in export_sequences:
for export_sequence in options.sequences:
# Link the action to the animation data and update view layer.
animation_data.action = export_sequence.nla_state.action
options.animation_data.action = export_sequence.nla_state.action
context.view_layer.update()
frame_min = export_sequence.nla_state.frame_min
frame_max = export_sequence.nla_state.frame_max
frame_count = frame_max - frame_min + 1
frame_start = export_sequence.nla_state.frame_start
frame_end = export_sequence.nla_state.frame_end
frame_count = abs(frame_end - frame_start) + 1
frame_step = 1 if frame_start < frame_end else -1
psa_sequence = Psa.Sequence()
psa_sequence.name = bytes(export_sequence.name, encoding='windows-1252')
@ -250,8 +130,11 @@ def build_psa(context: bpy.types.Context, options: PsaBuildOptions) -> Psa:
psa_sequence.frame_start_index = frame_start_index
psa_sequence.fps = export_sequence.fps
for frame in range(frame_count):
context.scene.frame_set(frame_min + frame)
frame = frame_start
for _ in range(frame_count):
context.scene.frame_set(frame)
frame += frame_step
for pose_bone in pose_bones:
key = Psa.Key()
@ -262,10 +145,11 @@ def build_psa(context: bpy.types.Context, options: PsaBuildOptions) -> Psa:
pose_bone_matrix = pose_bone_parent_matrix.inverted() @ pose_bone_matrix
else:
if options.root_motion:
# Export root motion
# Get the bone's pose matrix, taking the armature object's world matrix into account.
pose_bone_matrix = armature_object.matrix_world @ pose_bone.matrix
else:
pose_bone_matrix = pose_bone.matrix
# Use the bind pose matrix for the root bone.
pose_bone_matrix = armature_data.bones[pose_bone.name].matrix_local
location = pose_bone_matrix.to_translation()
rotation = pose_bone_matrix.to_quaternion().normalized()
@ -292,7 +176,7 @@ def build_psa(context: bpy.types.Context, options: PsaBuildOptions) -> Psa:
psa.sequences[export_sequence.name] = psa_sequence
# Restore the previous action & frame.
animation_data.action = saved_action
options.animation_data.action = saved_action
context.scene.frame_set(saved_frame_current)
return psa

View File

@ -10,7 +10,7 @@ Use the PsaReader::get_sequence_keys to get the keys for a sequence.
"""
class Psa(object):
class Psa:
class Bone(Structure):
_fields_ = [
('name', c_char * 64),

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@ -1,14 +1,14 @@
import fnmatch
import sys
from typing import Type
from typing import Type, Dict
import bpy
from bpy.props import BoolProperty, CollectionProperty, EnumProperty, FloatProperty, IntProperty, PointerProperty, \
StringProperty
from bpy.types import Action, Operator, PropertyGroup, UIList
from bpy.types import Action, Operator, PropertyGroup, UIList, Context, Armature, TimelineMarker
from bpy_extras.io_utils import ExportHelper
from .builder import PsaBuildOptions, build_psa
from .builder import PsaBuildOptions, PsaExportSequence, build_psa
from .data import *
from ..helpers import *
from ..types import BoneGroupListItem
@ -38,23 +38,17 @@ class PsaExportActionListItem(PropertyGroup):
action: PointerProperty(type=Action)
name: StringProperty()
is_selected: BoolProperty(default=False)
frame_start: IntProperty(options={'HIDDEN'})
frame_end: IntProperty(options={'HIDDEN'})
is_pose_marker: BoolProperty(options={'HIDDEN'})
class PsaExportTimelineMarkerListItem(PropertyGroup):
marker_index: IntProperty()
name: StringProperty()
is_selected: BoolProperty(default=True)
def update_action_names(context):
pg = context.scene.psa_export
for item in pg.action_list:
action = item.action
item.action_name = get_psa_sequence_name(action, pg.should_use_original_sequence_names)
def should_use_original_sequence_names_updated(_, context):
update_action_names(context)
frame_start: IntProperty(options={'HIDDEN'})
frame_end: IntProperty(options={'HIDDEN'})
def psa_export_property_group_animation_data_override_poll(_context, obj):
@ -69,7 +63,9 @@ class PsaExportPropertyGroup(PropertyGroup):
name='Root Motion',
options=empty_set,
default=False,
description='The root bone will be transformed as it appears in the scene',
description='When enabled, the root bone will be transformed as it appears in the scene.\n\n'
'You might want to disable this if you are exporting an animation for an armature that is '
'attached to another object, such as a weapon or a shield',
)
should_override_animation_data: BoolProperty(
name='Override Animation Data',
@ -121,26 +117,11 @@ class PsaExportPropertyGroup(PropertyGroup):
)
bone_group_list: CollectionProperty(type=BoneGroupListItem)
bone_group_list_index: IntProperty(default=0, name='', description='')
should_use_original_sequence_names: BoolProperty(
default=False,
name='Original Names',
options=empty_set,
update=should_use_original_sequence_names_updated,
description='If the action was imported from the PSA Import panel, the original name of the sequence will be '
'used instead of the Blender action name',
)
should_trim_timeline_marker_sequences: BoolProperty(
default=True,
name='Trim Sequences',
options=empty_set,
description='Frames without NLA track information at the boundaries of timeline markers will be excluded from '
'the exported sequences '
)
should_ignore_bone_name_restrictions: BoolProperty(
default=False,
name='Ignore Bone Name Restrictions',
description='Bone names restrictions will be ignored. Note that bone names without properly formatted names '
'cannot be referenced in scripts.'
'cannot be referenced in scripts'
)
sequence_name_prefix: StringProperty(name='Prefix', options=empty_set)
sequence_name_suffix: StringProperty(name='Suffix', options=empty_set)
@ -159,6 +140,10 @@ class PsaExportPropertyGroup(PropertyGroup):
name='Show assets',
options=empty_set,
description='Show actions that belong to an asset library')
sequence_filter_pose_marker: BoolProperty(
default=False,
name='Show pose markers',
options=empty_set)
sequence_use_filter_sort_reverse: BoolProperty(default=True, options=empty_set)
@ -170,6 +155,193 @@ def is_bone_filter_mode_item_available(context, identifier):
return True
def get_timeline_marker_sequence_frame_ranges(animation_data: AnimData, context: Context, marker_names: List[str]) -> Dict:
# Timeline markers need to be sorted so that we can determine the sequence start and end positions.
sequence_frame_ranges = dict()
sorted_timeline_markers = list(sorted(context.scene.timeline_markers, key=lambda x: x.frame))
sorted_timeline_marker_names = list(map(lambda x: x.name, sorted_timeline_markers))
for marker_name in marker_names:
marker = context.scene.timeline_markers[marker_name]
frame_start = marker.frame
# Determine the final frame of the sequence based on the next marker.
# If no subsequent marker exists, use the maximum frame_end from all NLA strips.
marker_index = sorted_timeline_marker_names.index(marker_name)
next_marker_index = marker_index + 1
frame_end = 0
if next_marker_index < len(sorted_timeline_markers):
# There is a next marker. Use that next marker's frame position as the last frame of this sequence.
frame_end = sorted_timeline_markers[next_marker_index].frame
nla_strips = get_nla_strips_in_timeframe(animation_data, marker.frame, frame_end)
if len(nla_strips) > 0:
frame_end = min(frame_end, max(map(lambda nla_strip: nla_strip.frame_end, nla_strips)))
frame_start = max(frame_start, min(map(lambda nla_strip: nla_strip.frame_start, nla_strips)))
else:
# No strips in between this marker and the next, just export this as a one-frame animation.
frame_end = frame_start
else:
# There is no next marker.
# Find the final frame of all the NLA strips and use that as the last frame of this sequence.
for nla_track in animation_data.nla_tracks:
if nla_track.mute:
continue
for strip in nla_track.strips:
frame_end = max(frame_end, strip.frame_end)
if frame_start > frame_end:
continue
sequence_frame_ranges[marker_name] = int(frame_start), int(frame_end)
return sequence_frame_ranges
def get_sequence_fps(context: Context, fps_source: str, fps_custom: float, actions: Iterable[Action]) -> float:
if fps_source == 'SCENE':
return context.scene.render.fps
elif fps_source == 'CUSTOM':
return fps_custom
elif fps_source == 'ACTION_METADATA':
# Get the minimum value of action metadata FPS values.
fps_list = []
for action in filter(lambda x: 'psa_sequence_fps' in x, actions):
fps = action['psa_sequence_fps']
if type(fps) == int or type(fps) == float:
fps_list.append(fps)
if len(fps_list) > 0:
return min(fps_list)
else:
# No valid action metadata to use, fallback to scene FPS
return context.scene.render.fps
else:
raise RuntimeError(f'Invalid FPS source "{fps_source}"')
def is_action_for_armature(armature: Armature, action: Action):
if len(action.fcurves) == 0:
return False
bone_names = set([x.name for x in armature.bones])
for fcurve in action.fcurves:
match = re.match(r'pose\.bones\[\"([^\"]+)\"](\[\"([^\"]+)\"])?', fcurve.data_path)
if not match:
continue
bone_name = match.group(1)
if bone_name in bone_names:
return True
return False
def get_animation_data_object(context: Context) -> Object:
pg: PsaExportPropertyGroup = getattr(context.scene, 'psa_export')
active_object = context.view_layer.objects.active
if active_object.type != 'ARMATURE':
raise RuntimeError('Selected object must be an Armature')
if pg.should_override_animation_data:
animation_data_object = pg.animation_data_override
else:
animation_data_object = active_object
return animation_data_object
def get_sequences_from_action(action: Action) -> List[Tuple[str, int, int]]:
frame_start = int(action.frame_range[0])
frame_end = int(action.frame_range[1])
reversed_pattern = r'(.+)/(.+)'
reversed_match = re.match(reversed_pattern, action.name)
if reversed_match:
forward_name = reversed_match.group(1)
backwards_name = reversed_match.group(2)
return [
(forward_name, frame_start, frame_end),
(backwards_name, frame_end, frame_start)
]
else:
return [(action.name, frame_start, frame_end)]
def get_sequences_from_action_pose_marker(action: Action, pose_markers: List[TimelineMarker], pose_marker: TimelineMarker, pose_marker_index: int) -> List[Tuple[str, int, int]]:
frame_start = pose_marker.frame
if pose_marker_index + 1 < len(pose_markers):
frame_end = pose_markers[pose_marker_index + 1].frame
else:
frame_end = int(action.frame_range[1])
reversed_pattern = r'(.+)/(.+)'
reversed_match = re.match(reversed_pattern, pose_marker.name)
if reversed_match:
forward_name = reversed_match.group(1)
backwards_name = reversed_match.group(2)
return [
(forward_name, frame_start, frame_end),
(backwards_name, frame_end, frame_start)
]
else:
return [(pose_marker.name, frame_start, frame_end)]
def update_actions_and_timeline_markers(context: Context, armature: Armature):
pg = getattr(context.scene, 'psa_export')
# Clear actions and markers.
pg.action_list.clear()
pg.marker_list.clear()
# Get animation data.
animation_data_object = get_animation_data_object(context)
animation_data = animation_data_object.animation_data if animation_data_object else None
if animation_data is None:
return
# Populate actions list.
for action in bpy.data.actions:
if not is_action_for_armature(armature, action):
continue
if not action.name.startswith('#'):
for (name, frame_start, frame_end) in get_sequences_from_action(action):
item = pg.action_list.add()
item.action = action
item.name = name
item.is_selected = False
item.is_pose_marker = False
item.frame_start = frame_start
item.frame_end = frame_end
# Pose markers are not guaranteed to be in frame-order, so make sure that they are.
pose_markers = sorted(action.pose_markers, key=lambda x: x.frame)
for pose_marker_index, pose_marker in enumerate(pose_markers):
if pose_marker.name.startswith('#'):
continue
for (name, frame_start, frame_end) in get_sequences_from_action_pose_marker(action, pose_markers, pose_marker, pose_marker_index):
item = pg.action_list.add()
item.action = action
item.name = name
item.is_selected = False
item.is_pose_marker = True
item.frame_start = frame_start
item.frame_end = frame_end
# Populate timeline markers list.
marker_names = [x.name for x in context.scene.timeline_markers]
sequence_frame_ranges = get_timeline_marker_sequence_frame_ranges(animation_data, context, marker_names)
for marker_name in marker_names:
if marker_name not in sequence_frame_ranges:
continue
if marker_name.startswith('#'):
continue
item = pg.marker_list.add()
item.name = marker_name
item.is_selected = False
frame_start, frame_end = sequence_frame_ranges[marker_name]
item.frame_start = frame_start
item.frame_end = frame_end
class PsaExportOperator(Operator, ExportHelper):
bl_idname = 'psa_export.operator'
bl_label = 'Export'
@ -184,7 +356,7 @@ class PsaExportOperator(Operator, ExportHelper):
default='')
def __init__(self):
self.armature = None
self.armature_object = None
@classmethod
def poll(cls, context):
@ -228,7 +400,6 @@ class PsaExportOperator(Operator, ExportHelper):
col = layout.column()
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'should_use_original_sequence_names')
col.prop(pg, 'sequence_name_prefix')
col.prop(pg, 'sequence_name_suffix')
@ -240,7 +411,6 @@ class PsaExportOperator(Operator, ExportHelper):
col = layout.column()
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'should_trim_timeline_marker_sequences')
col.prop(pg, 'sequence_name_prefix')
col.prop(pg, 'sequence_name_suffix')
@ -275,19 +445,6 @@ class PsaExportOperator(Operator, ExportHelper):
# ROOT MOTION
layout.prop(pg, 'root_motion', text='Root Motion')
def is_action_for_armature(self, action):
if len(action.fcurves) == 0:
return False
bone_names = set([x.name for x in self.armature.data.bones])
for fcurve in action.fcurves:
match = re.match(r'pose\.bones\[\"([^\"]+)\"](\[\"([^\"]+)\"])?', fcurve.data_path)
if not match:
continue
bone_name = match.group(1)
if bone_name in bone_names:
return True
return False
@classmethod
def _check_context(cls, context):
if context.view_layer.objects.active is None:
@ -302,35 +459,14 @@ class PsaExportOperator(Operator, ExportHelper):
except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e))
pg = getattr(context.scene, 'psa_export')
self.armature = context.view_layer.objects.active
pg: PsaExportPropertyGroup = getattr(context.scene, 'psa_export')
# Populate actions list.
pg.action_list.clear()
for action in bpy.data.actions:
if not self.is_action_for_armature(action):
continue
item = pg.action_list.add()
item.action = action
item.name = action.name
item.is_selected = False
self.armature_object = context.view_layer.objects.active
update_action_names(context)
# Populate timeline markers list.
pg.marker_list.clear()
for marker in context.scene.timeline_markers:
item = pg.marker_list.add()
item.name = marker.name
item.is_selected = False
if len(pg.action_list) == 0 and len(pg.marker_list) == 0:
# If there are no actions at all, we have nothing to export, so just cancel the operation.
self.report({'ERROR_INVALID_CONTEXT'}, 'There are no actions or timeline markers to export.')
return {'CANCELLED'}
update_actions_and_timeline_markers(context, self.armature_object.data)
# Populate bone groups list.
populate_bone_group_list(self.armature, pg.bone_group_list)
populate_bone_group_list(self.armature_object, pg.bone_group_list)
context.window_manager.fileselect_add(self)
@ -339,21 +475,51 @@ class PsaExportOperator(Operator, ExportHelper):
def execute(self, context):
pg = getattr(context.scene, 'psa_export')
actions = [x.action for x in pg.action_list if x.is_selected]
marker_names = [x.name for x in pg.marker_list if x.is_selected]
# Ensure that we actually have items that we are going to be exporting.
if pg.sequence_source == 'ACTIONS' and len(pg.action_list) == 0:
raise RuntimeError('No actions were selected for export')
elif pg.sequence_source == 'TIMELINE_MARKERS' and len(pg.marker_names) == 0:
raise RuntimeError('No timeline markers were selected for export')
# Populate the export sequence list.
animation_data_object = get_animation_data_object(context)
animation_data = animation_data_object.animation_data
if animation_data is None:
raise RuntimeError(f'No animation data for object \'{animation_data_object.name}\'')
export_sequences: List[PsaExportSequence] = []
if pg.sequence_source == 'ACTIONS':
for action in filter(lambda x: x.is_selected, pg.action_list):
if len(action.action.fcurves) == 0:
continue
export_sequence = PsaExportSequence()
export_sequence.nla_state.action = action.action
export_sequence.name = action.name
export_sequence.nla_state.frame_start = action.frame_start
export_sequence.nla_state.frame_end = action.frame_end
export_sequence.fps = get_sequence_fps(context, pg.fps_source, pg.fps_custom, [action.action])
export_sequences.append(export_sequence)
elif pg.sequence_source == 'TIMELINE_MARKERS':
for marker in pg.marker_list:
export_sequence = PsaExportSequence()
export_sequence.name = marker.name
export_sequence.nla_state.action = None
export_sequence.nla_state.frame_start = marker.frame_start
export_sequence.nla_state.frame_end = marker.frame_end
nla_strips_actions = set(
map(lambda x: x.action, get_nla_strips_in_timeframe(animation_data, marker.frame_start, marker.frame_end)))
export_sequence.fps = get_sequence_fps(context, pg.fps_source, pg.fps_custom, nla_strips_actions)
export_sequences.append(export_sequence)
else:
raise ValueError(f'Unhandled sequence source: {pg.sequence_source}')
options = PsaBuildOptions()
options.should_override_animation_data = pg.should_override_animation_data
options.animation_data_override = pg.animation_data_override
options.fps_source = pg.fps_source
options.fps_custom = pg.fps_custom
options.sequence_source = pg.sequence_source
options.actions = actions
options.marker_names = marker_names
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.should_use_original_sequence_names = pg.should_use_original_sequence_names
options.should_trim_timeline_marker_sequences = pg.should_trim_timeline_marker_sequences
options.should_ignore_bone_name_restrictions = pg.should_ignore_bone_name_restrictions
options.sequence_name_prefix = pg.sequence_name_prefix
options.sequence_name_suffix = pg.sequence_name_suffix
@ -391,6 +557,11 @@ def filter_sequences(pg: PsaExportPropertyGroup, sequences) -> List[int]:
if hasattr(sequence, 'action') and sequence.action.asset_data is not None:
flt_flags[i] &= ~bitflag_filter_item
if not pg.sequence_filter_pose_marker:
for i, sequence in enumerate(sequences):
if hasattr(sequence, 'is_pose_marker') and sequence.is_pose_marker:
flt_flags[i] &= ~bitflag_filter_item
return flt_flags
@ -410,10 +581,19 @@ class PSA_UL_ExportSequenceList(UIList):
self.use_filter_show = True
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
item = typing.cast(PsaExportActionListItem, item)
is_pose_marker = hasattr(item, 'is_pose_marker') and item.is_pose_marker
layout.prop(item, 'is_selected', icon_only=True, text=item.name)
if hasattr(item, 'action') and item.action.asset_data is not None:
layout.label(text='', icon='ASSET_MANAGER')
row = layout.row(align=True)
row.alignment = 'RIGHT'
if item.frame_end < item.frame_start:
row.label(text='', icon='FRAME_PREV')
if is_pose_marker:
row.label(text=item.action.name, icon='PMARKER')
def draw_filter(self, context, layout):
pg = getattr(context.scene, 'psa_export')
row = layout.row()
@ -425,12 +605,14 @@ class PSA_UL_ExportSequenceList(UIList):
if pg.sequence_source == 'ACTIONS':
subrow = row.row(align=True)
subrow.prop(pg, 'sequence_filter_asset', icon_only=True, icon='ASSET_MANAGER')
subrow.prop(pg, 'sequence_filter_pose_marker', icon_only=True, icon='PMARKER')
def filter_items(self, context, data, prop):
pg = getattr(context.scene, 'psa_export')
actions = getattr(data, prop)
flt_flags = filter_sequences(pg, actions)
flt_neworder = bpy.types.UI_UL_list.sort_items_by_name(actions, 'name')
# flt_neworder = bpy.types.UI_UL_list.sort_items_by_name(actions, 'name')
flt_neworder = list(range(len(actions)))
return flt_flags, flt_neworder

View File

@ -8,7 +8,7 @@ from typing import List, Optional
import bpy
import numpy
from bpy.props import StringProperty, BoolProperty, CollectionProperty, PointerProperty, IntProperty, EnumProperty
from bpy.types import Operator, UIList, PropertyGroup, Panel, FCurve
from bpy.types import Operator, UIList, PropertyGroup, FCurve
from bpy_extras.io_utils import ImportHelper
from mathutils import Vector, Quaternion
@ -215,7 +215,6 @@ def import_psa(psa_reader: PsaReader, armature_object: bpy.types.Object, options
# Write meta-data.
if options.should_write_metadata:
action['psa_sequence_name'] = sequence_name
action['psa_sequence_fps'] = sequence.fps
action.use_fake_user = options.should_use_fake_user
@ -243,14 +242,14 @@ class PsaImportActionListItem(PropertyGroup):
is_selected: BoolProperty(default=False, options=empty_set)
def load_psa_file(context):
def load_psa_file(context, filepath: str):
pg = context.scene.psa_import
pg.sequence_list.clear()
pg.psa.bones.clear()
pg.psa_error = ''
try:
# Read the file and populate the action list.
p = os.path.abspath(pg.psa_file_path)
p = os.path.abspath(filepath)
psa_reader = PsaReader(p)
for sequence in psa_reader.sequences.values():
item = pg.sequence_list.add()
@ -262,8 +261,8 @@ def load_psa_file(context):
pg.psa_error = str(e)
def on_psa_file_path_updated(property_, context):
load_psa_file(context)
def on_psa_file_path_updated(cls, context):
load_psa_file(context, cls.filepath)
class PsaBonePropertyGroup(PropertyGroup):
@ -276,7 +275,6 @@ class PsaDataPropertyGroup(PropertyGroup):
class PsaImportPropertyGroup(PropertyGroup):
psa_file_path: StringProperty(default='', options=empty_set, update=on_psa_file_path_updated, name='PSA File Path')
psa_error: StringProperty(default='')
psa: PointerProperty(type=PsaDataPropertyGroup)
sequence_list: CollectionProperty(type=PsaImportActionListItem)
@ -290,7 +288,7 @@ class PsaImportPropertyGroup(PropertyGroup):
options=empty_set)
should_use_action_name_prefix: BoolProperty(default=False, name='Prefix Action Name', options=empty_set)
action_name_prefix: StringProperty(default='', name='Prefix', options=empty_set)
should_overwrite: BoolProperty(default=False, name='Reuse Existing Actions', options=empty_set,
should_overwrite: BoolProperty(default=False, name='Overwrite', options=empty_set,
description='If an action with a matching name already exists, the existing action '
'will have it\'s data overwritten instead of a new action being created')
should_write_keyframes: BoolProperty(default=True, name='Keyframes', options=empty_set)
@ -477,117 +475,6 @@ class PsaImportSequencesDeselectAll(Operator):
return {'FINISHED'}
class PSA_PT_ImportPanel_Advanced(Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_label = 'Advanced'
bl_options = {'DEFAULT_CLOSED'}
bl_parent_id = 'PSA_PT_ImportPanel'
def draw(self, context):
layout = self.layout
pg = getattr(context.scene, 'psa_import')
col = layout.column()
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'bone_mapping_mode')
if pg.should_write_keyframes:
col = layout.column(heading='Keyframes')
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'should_convert_to_samples')
col.separator()
col = layout.column(heading='Options')
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'should_use_fake_user')
col.prop(pg, 'should_stash')
col.prop(pg, 'should_use_action_name_prefix')
if pg.should_use_action_name_prefix:
col.prop(pg, 'action_name_prefix')
class PSA_PT_ImportPanel(Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_label = 'PSA Import'
bl_context = 'data'
bl_category = 'PSA Import'
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return context.view_layer.objects.active.type == 'ARMATURE'
def draw(self, context):
layout = self.layout
pg = getattr(context.scene, 'psa_import')
row = layout.row(align=True)
row.operator(PsaImportSelectFile.bl_idname, text='', icon='FILEBROWSER')
row.prop(pg, 'psa_file_path', text='')
row.operator(PsaImportFileReload.bl_idname, text='', icon='FILE_REFRESH')
if pg.psa_error != '':
row = layout.row()
row.label(text='File could not be read', icon='ERROR')
box = layout.box()
box.label(text=f'Sequences ({len(pg.sequence_list)})', icon='ARMATURE_DATA')
# select
rows = max(3, min(len(pg.sequence_list), 10))
row = box.row()
col = row.column()
row2 = col.row(align=True)
row2.label(text='Select')
row2.operator(PsaImportSequencesFromText.bl_idname, text='', icon='TEXT')
row2.operator(PsaImportSequencesSelectAll.bl_idname, text='All', icon='CHECKBOX_HLT')
row2.operator(PsaImportSequencesDeselectAll.bl_idname, text='None', icon='CHECKBOX_DEHLT')
col = col.row()
col.template_list('PSA_UL_ImportSequenceList', '', pg, 'sequence_list', pg, 'sequence_list_index', rows=rows)
col = layout.column(heading='')
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'should_overwrite')
col = layout.column(heading='Write')
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'should_write_keyframes')
col.prop(pg, 'should_write_metadata')
selected_sequence_count = sum(map(lambda x: x.is_selected, pg.sequence_list))
row = layout.row()
import_button_text = 'Import'
if selected_sequence_count > 0:
import_button_text = f'Import ({selected_sequence_count})'
row.operator(PsaImportOperator.bl_idname, text=import_button_text)
class PsaImportFileReload(Operator):
bl_idname = 'psa_import.file_reload'
bl_label = 'Refresh'
bl_options = {'INTERNAL'}
bl_description = 'Refresh the PSA file'
def execute(self, context):
load_psa_file(context)
return {"FINISHED"}
class PsaImportSelectFile(Operator):
bl_idname = 'psa_import.select_file'
bl_label = 'Select'
@ -605,23 +492,32 @@ class PsaImportSelectFile(Operator):
return {"RUNNING_MODAL"}
class PsaImportOperator(Operator):
class PsaImportOperator(Operator, ImportHelper):
bl_idname = 'psa_import.import'
bl_label = 'Import'
bl_description = 'Import the selected animations into the scene as actions'
bl_options = {'INTERNAL', 'UNDO'}
filename_ext = '.psa'
filter_glob: StringProperty(default='*.psa', options={'HIDDEN'})
filepath: StringProperty(
name='File Path',
description='File path used for importing the PSA file',
maxlen=1024,
default='',
update=on_psa_file_path_updated)
@classmethod
def poll(cls, context):
pg = getattr(context.scene, 'psa_import')
active_object = context.view_layer.objects.active
if active_object is None or active_object.type != 'ARMATURE':
cls.poll_message_set('The active object must be an armature')
return False
return any(map(lambda x: x.is_selected, pg.sequence_list))
return True
def execute(self, context):
pg = getattr(context.scene, 'psa_import')
psa_reader = PsaReader(pg.psa_file_path)
psa_reader = PsaReader(self.filepath)
sequence_names = [x.action_name for x in pg.sequence_list if x.is_selected]
options = PsaImportOptions()
@ -646,27 +542,72 @@ class PsaImportOperator(Operator):
return {'FINISHED'}
def invoke(self, context: bpy.types.Context, event: bpy.types.Event):
# Attempt to load the PSA file for the pre-selected file.
load_psa_file(context, self.filepath)
class PsaImportFileSelectOperator(Operator, ImportHelper):
bl_idname = 'psa_import.file_select'
bl_label = 'File Select'
bl_options = {'INTERNAL'}
filename_ext = '.psa'
filter_glob: StringProperty(default='*.psa', options={'HIDDEN'})
filepath: StringProperty(
name='File Path',
description='File path used for importing the PSA file',
maxlen=1024,
default='')
def invoke(self, context, event):
context.window_manager.fileselect_add(self)
return {'RUNNING_MODAL'}
def execute(self, context):
def draw(self, context: bpy.types.Context):
layout = self.layout
pg = getattr(context.scene, 'psa_import')
pg.psa_file_path = self.filepath
return {'FINISHED'}
if pg.psa_error:
row = layout.row()
row.label(text='Select a PSA file', icon='ERROR')
else:
box = layout.box()
box.label(text=f'Sequences ({len(pg.sequence_list)})', icon='ARMATURE_DATA')
# Select buttons.
rows = max(3, min(len(pg.sequence_list), 10))
row = box.row()
col = row.column()
row2 = col.row(align=True)
row2.label(text='Select')
row2.operator(PsaImportSequencesFromText.bl_idname, text='', icon='TEXT')
row2.operator(PsaImportSequencesSelectAll.bl_idname, text='All', icon='CHECKBOX_HLT')
row2.operator(PsaImportSequencesDeselectAll.bl_idname, text='None', icon='CHECKBOX_DEHLT')
col = col.row()
col.template_list('PSA_UL_ImportSequenceList', '', pg, 'sequence_list', pg, 'sequence_list_index', rows=rows)
col = layout.column(heading='')
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'should_overwrite')
col = layout.column(heading='Write')
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'should_write_keyframes')
col.prop(pg, 'should_write_metadata')
col = layout.column()
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'bone_mapping_mode')
if pg.should_write_keyframes:
col = layout.column(heading='Keyframes')
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'should_convert_to_samples')
col.separator()
col = layout.column(heading='Options')
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'should_use_fake_user')
col.prop(pg, 'should_stash')
col.prop(pg, 'should_use_action_name_prefix')
if pg.should_use_action_name_prefix:
col.prop(pg, 'action_name_prefix')
classes = (
@ -680,10 +621,6 @@ classes = (
PsaImportSequencesSelectAll,
PsaImportSequencesDeselectAll,
PsaImportSequencesFromText,
PsaImportFileReload,
PSA_PT_ImportPanel,
PSA_PT_ImportPanel_Advanced,
PsaImportOperator,
PsaImportFileSelectOperator,
PsaImportSelectFile,
)

View File

@ -105,10 +105,14 @@ class Psk(object):
def has_vertex_normals(self):
return len(self.vertex_normals) > 0
@property
def has_material_references(self):
return len(self.material_references) > 0
@property
def has_morph_data(self):
return len(self.morph_infos) > 0
def __init__(self):
self.points: List[Vector3] = []
self.wedges: List[Psk.Wedge] = []
@ -121,3 +125,4 @@ class Psk(object):
self.vertex_normals: List[Vector3] = []
self.morph_infos: List[Psk.MorphInfo] = []
self.morph_data: List[Psk.MorphData] = []
self.material_references: List[str] = []

View File

@ -258,7 +258,7 @@ class PskExportPropertyGroup(PropertyGroup):
default=False,
name='Ignore Bone Name Restrictions',
description='Bone names restrictions will be ignored. Note that bone names without properly formatted names '
'cannot be referenced in scripts.'
'cannot be referenced in scripts'
)

View File

@ -7,19 +7,20 @@ import bmesh
import bpy
import numpy as np
from bpy.props import BoolProperty, EnumProperty, FloatProperty, StringProperty
from bpy.types import Operator, PropertyGroup, VertexGroup
from bpy.types import Operator, VertexGroup
from bpy_extras.io_utils import ImportHelper
from mathutils import Quaternion, Vector, Matrix
from .data import Psk
from .reader import read_psk
from ..helpers import rgb_to_srgb
from ..helpers import rgb_to_srgb, is_bdk_addon_loaded
class PskImportOptions(object):
class PskImportOptions:
def __init__(self):
self.name = ''
self.should_import_mesh = True
self.should_reuse_materials = True
self.should_import_vertex_colors = True
self.vertex_color_space = 'sRGB'
self.should_import_vertex_normals = True
@ -27,9 +28,10 @@ class PskImportOptions(object):
self.should_import_skeleton = True
self.should_import_shape_keys = True
self.bone_length = 1.0
self.should_import_materials = True
class ImportBone(object):
class ImportBone:
"""
Intermediate bone type for the purpose of construction.
"""
@ -126,10 +128,24 @@ def import_psk(psk: Psk, context, options: PskImportOptions) -> PskImportResult:
mesh_object = bpy.data.objects.new(options.name, mesh_data)
# MATERIALS
for material in psk.materials:
# TODO: re-use of materials should be an option
bpy_material = bpy.data.materials.new(material.name.decode('utf-8'))
mesh_data.materials.append(bpy_material)
if options.should_import_materials:
for material_index, psk_material in enumerate(psk.materials):
material_name = psk_material.name.decode('utf-8')
material = None
if options.should_reuse_materials and material_name in bpy.data.materials:
# Material already exists, just re-use it.
material = bpy.data.materials[material_name]
elif is_bdk_addon_loaded() and psk.has_material_references:
# Material does not yet exist and we have the BDK addon installed.
# Attempt to load it using BDK addon's operator.
material_reference = psk.material_references[material_index]
if material_reference and bpy.ops.bdk.link_material(reference=material_reference) == {'FINISHED'}:
material = bpy.data.materials[material_name]
else:
# Just create a blank material.
material = bpy.data.materials.new(material_name)
material.use_nodes = True
mesh_data.materials.append(material)
bm = bmesh.new()
@ -266,7 +282,19 @@ def import_psk(psk: Psk, context, options: PskImportOptions) -> PskImportResult:
empty_set = set()
class PskImportPropertyGroup(PropertyGroup):
class PskImportOperator(Operator, ImportHelper):
bl_idname = 'import_scene.psk'
bl_label = 'Import'
bl_options = {'INTERNAL', 'UNDO', 'PRESET'}
__doc__ = 'Load a PSK file'
filename_ext = '.psk'
filter_glob: StringProperty(default='*.psk;*.pskx', options={'HIDDEN'})
filepath: StringProperty(
name='File Path',
description='File path used for exporting the PSK file',
maxlen=1024,
default='')
should_import_vertex_colors: BoolProperty(
default=True,
options=empty_set,
@ -301,6 +329,17 @@ class PskImportPropertyGroup(PropertyGroup):
options=empty_set,
description='Import mesh'
)
should_import_materials: BoolProperty(
default=True,
name='Import Materials',
options=empty_set,
)
should_reuse_materials: BoolProperty(
default=True,
name='Reuse Materials',
options=empty_set,
description='Existing materials with matching names will be reused when available'
)
should_import_skeleton: BoolProperty(
default=True,
name='Import Skeleton',
@ -318,40 +357,25 @@ class PskImportPropertyGroup(PropertyGroup):
)
should_import_shape_keys: BoolProperty(
default=True,
name='Import Shape Keys',
name='Shape Keys',
options=empty_set,
description='Import shape keys, if available'
)
class PskImportOperator(Operator, ImportHelper):
bl_idname = 'import.psk'
bl_label = 'Import'
bl_options = {'INTERNAL', 'UNDO'}
__doc__ = 'Load a PSK file'
filename_ext = '.psk'
filter_glob: StringProperty(default='*.psk;*.pskx', options={'HIDDEN'})
filepath: StringProperty(
name='File Path',
description='File path used for exporting the PSK file',
maxlen=1024,
default='')
def execute(self, context):
pg = getattr(context.scene, 'psk_import')
psk = read_psk(self.filepath)
options = PskImportOptions()
options.name = os.path.splitext(os.path.basename(self.filepath))[0]
options.should_import_mesh = pg.should_import_mesh
options.should_import_extra_uvs = pg.should_import_extra_uvs
options.should_import_vertex_colors = pg.should_import_vertex_colors
options.should_import_vertex_normals = pg.should_import_vertex_normals
options.vertex_color_space = pg.vertex_color_space
options.should_import_skeleton = pg.should_import_skeleton
options.should_import_shape_keys = pg.should_import_shape_keys
options.bone_length = pg.bone_length
options.should_import_mesh = self.should_import_mesh
options.should_import_extra_uvs = self.should_import_extra_uvs
options.should_import_vertex_colors = self.should_import_vertex_colors
options.should_import_vertex_normals = self.should_import_vertex_normals
options.vertex_color_space = self.vertex_color_space
options.should_import_skeleton = self.should_import_skeleton
options.bone_length = self.bone_length
options.should_import_materials = self.should_import_materials
options.should_import_shape_keys = self.should_import_shape_keys
result = import_psk(psk, context, options)
@ -365,28 +389,27 @@ class PskImportOperator(Operator, ImportHelper):
return {'FINISHED'}
def draw(self, context):
pg = getattr(context.scene, 'psk_import')
layout = self.layout
layout.prop(pg, 'should_import_mesh')
layout.prop(self, 'should_import_materials')
layout.prop(self, 'should_import_mesh')
row = layout.column()
row.use_property_split = True
row.use_property_decorate = False
if pg.should_import_mesh:
row.prop(pg, 'should_import_vertex_normals')
row.prop(pg, 'should_import_extra_uvs')
row.prop(pg, 'should_import_vertex_colors')
if pg.should_import_vertex_colors:
row.prop(pg, 'vertex_color_space')
layout.prop(pg, 'should_import_skeleton')
if self.should_import_mesh:
row.prop(self, 'should_import_vertex_normals')
row.prop(self, 'should_import_extra_uvs')
row.prop(self, 'should_import_vertex_colors')
if self.should_import_vertex_colors:
row.prop(self, 'vertex_color_space')
row.prop(self, 'should_import_shape_keys')
layout.prop(self, 'should_import_skeleton')
row = layout.column()
row.use_property_split = True
row.use_property_decorate = False
if pg.should_import_skeleton:
row.prop(pg, 'bone_length')
layout.prop(pg, 'should_import_shape_keys')
if self.should_import_skeleton:
row.prop(self, 'bone_length')
classes = (
PskImportOperator,
PskImportPropertyGroup,
)

View File

@ -1,5 +1,8 @@
import ctypes
import os
import re
import warnings
from pathlib import Path
from .data import *
@ -13,8 +16,22 @@ def _read_types(fp, data_class, section: Section, data):
offset += section.data_size
def _read_material_references(path: str) -> List[str]:
property_file_path = Path(path).with_suffix('.props.txt')
if not property_file_path.is_file():
# Property file does not exist.
return []
# Do a crude regex match to find the Material list entries.
contents = property_file_path.read_text()
pattern = r"Material\s*=\s*([^\s^,]+)"
return re.findall(pattern, contents)
def read_psk(path: str) -> Psk:
psk = Psk()
# Read the PSK file sections.
with open(path, 'rb') as fp:
while fp.read(1):
fp.seek(-1, 1)
@ -53,5 +70,12 @@ def read_psk(path: str) -> Psk:
else:
# Section is not handled, skip it.
fp.seek(section.data_size * section.data_count, os.SEEK_CUR)
print(f'Unrecognized section "{section.name} at position {fp.tell():15}"')
warnings.warn(f'Unrecognized section "{section.name} at position {fp.tell():15}"')
'''
UEViewer exports a sidecar file (*.props.txt) with fully-qualified reference paths for each material
(e.g., Texture'Package.Group.Object').
'''
psk.material_references = _read_material_references(path)
return psk

View File

@ -1,5 +1,6 @@
import bpy.props
from bpy.props import StringProperty, IntProperty, BoolProperty
from bpy.types import PropertyGroup, UIList, UILayout, Context, AnyType
from bpy.types import PropertyGroup, UIList, UILayout, Context, AnyType, Operator
class PSX_UL_BoneGroupList(UIList):
@ -11,6 +12,56 @@ class PSX_UL_BoneGroupList(UIList):
row.label(text=str(getattr(item, 'count')), icon='BONE_DATA')
class PSX_OT_MaterialPathAdd(Operator):
bl_idname = 'psx.material_paths_add'
bl_label = 'Add Material Path'
bl_options = {'INTERNAL'}
directory: bpy.props.StringProperty(subtype='DIR_PATH', options={'HIDDEN'})
filter_folder: bpy.props.BoolProperty(default=True, options={'HIDDEN'})
def invoke(self, context: 'Context', event: 'Event'):
context.window_manager.fileselect_add(self)
return {'RUNNING_MODAL'}
def execute(self, context: 'Context'):
m = context.preferences.addons[__package__].preferences.material_path_list.add()
m.path = self.directory
return {'FINISHED'}
class PSX_OT_MaterialPathRemove(Operator):
bl_idname = 'psx.material_paths_remove'
bl_label = 'Remove Material Path'
bl_options = {'INTERNAL'}
@classmethod
def poll(cls, context: 'Context'):
preferences = context.preferences.addons[__package__].preferences
return preferences.material_path_index >= 0
def execute(self, context: 'Context'):
preferences = context.preferences.addons[__package__].preferences
preferences.material_path_list.remove(preferences.material_path_index)
return {'FINISHED'}
class PSX_UL_MaterialPathList(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):
row = layout.row()
row.label(text=getattr(item, 'path'))
class BoneGroupListItem(PropertyGroup):
name: StringProperty()
index: IntProperty()
@ -21,4 +72,7 @@ class BoneGroupListItem(PropertyGroup):
classes = (
BoneGroupListItem,
PSX_UL_BoneGroupList,
PSX_UL_MaterialPathList,
PSX_OT_MaterialPathAdd,
PSX_OT_MaterialPathRemove
)