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https://github.com/DarklightGames/io_scene_psk_psa.git
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Merge branch 'master' into blender-4.1
# Conflicts: # io_scene_psk_psa/psa/importer.py
This commit is contained in:
commit
a5bef57c8d
@ -7,10 +7,11 @@ This Blender addon allows you to import and export meshes and animations to and
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## Compatibility
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| Blender Version | Addon Version | Long Term Support |
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|--------------------------------------------------------------|--------------------------------------------------------------------------------|-------------------|
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| 4.0+ | [latest](https://github.com/DarklightGames/io_scene_psk_psa/releases/latest) | TBD |
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| [3.4 - 3.6](https://www.blender.org/download/lts/3-6/) | [5.0.5](https://github.com/DarklightGames/io_scene_psk_psa/releases/tag/5.0.5) | ✅️ June 2025 |
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| Blender Version | Addon Version | Long Term Support |
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|------------------------------------------------------------|--------------------------------------------------------------------------------|-------------------|
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| [4.1](https://www.blender.org/download/releases/4-1/) | [latest](https://github.com/DarklightGames/io_scene_psk_psa/releases/latest) | TBD |
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| [4.0](https://www.blender.org/download/releases/4-0/) | [6.2.1](https://github.com/DarklightGames/io_scene_psk_psa/releases/tag/6.2.1) | TBD |
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| [3.4 - 3.6](https://www.blender.org/download/lts/3-6/) | [5.0.6](https://github.com/DarklightGames/io_scene_psk_psa/releases/tag/5.0.6) | ✅️ June 2025 |
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| [2.93 - 3.3](https://www.blender.org/download/releases/3-3/) | [4.3.0](https://github.com/DarklightGames/io_scene_psk_psa/releases/tag/4.3.0) | ✅️ September 2024 |
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Bug fixes will be issued for legacy addon versions that are under [Blender's LTS maintenance period](https://www.blender.org/download/lts/). Once the LTS period has ended, legacy addon versions will no longer be supported by the maintainers of this repository, although we will accept pull requests for bug fixes.
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@ -3,8 +3,8 @@ from bpy.app.handlers import persistent
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bl_info = {
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'name': 'PSK/PSA Importer/Exporter',
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'author': 'Colin Basnett, Yurii Ti',
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'version': (6, 2, 0),
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'blender': (4, 0, 0),
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'version': (7, 0, 0),
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'blender': (4, 1, 0),
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'description': 'PSK/PSA Import/Export (.psk/.psa)',
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'warning': '',
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'doc_url': 'https://github.com/DarklightGames/io_scene_psk_psa',
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@ -71,7 +71,8 @@ class PSA_PG_import(PropertyGroup):
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('EXACT', 'Exact', 'Bone names must match exactly.', 'EXACT', 0),
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('CASE_INSENSITIVE', 'Case Insensitive', 'Bones names must match, ignoring case (e.g., the bone PSA bone '
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'\'root\' can be mapped to the armature bone \'Root\')', 'CASE_INSENSITIVE', 1),
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)
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),
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default='CASE_INSENSITIVE'
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)
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fps_source: EnumProperty(name='FPS Source', items=(
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('SEQUENCE', 'Sequence', 'The sequence frame rate matches the original frame rate', 'ACTION', 0),
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@ -125,6 +125,52 @@ def _resample_sequence_data_matrix(sequence_data_matrix: np.ndarray, frame_step:
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return resampled_sequence_data_matrix
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def _resample_sequence_data_matrix(sequence_data_matrix: np.ndarray, time_step: float = 1.0) -> np.ndarray:
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'''
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Resamples the sequence data matrix to the target frame count.
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@param sequence_data_matrix: FxBx7 matrix where F is the number of frames, B is the number of bones, and X is the
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number of data elements per bone.
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@param target_frame_count: The number of frames to resample to.
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@return: The resampled sequence data matrix, or sequence_data_matrix if no resampling is necessary.
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'''
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def get_sample_times(source_frame_count: int, time_step: float) -> typing.Iterable[float]:
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# TODO: for correctness, we should also emit the target frame time as well (because the last frame can be a
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# fractional frame).
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time = 0.0
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while time < source_frame_count - 1:
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yield time
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time += time_step
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yield source_frame_count - 1
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if time_step == 1.0:
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# No resampling is necessary.
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return sequence_data_matrix
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source_frame_count, bone_count = sequence_data_matrix.shape[:2]
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sample_times = list(get_sample_times(source_frame_count, time_step))
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target_frame_count = len(sample_times)
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resampled_sequence_data_matrix = np.zeros((target_frame_count, bone_count, 7), dtype=float)
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for sample_index, sample_time in enumerate(sample_times):
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frame_index = int(sample_time)
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if sample_time % 1.0 == 0.0:
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# Sample time has no fractional part, so just copy the frame.
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resampled_sequence_data_matrix[sample_index, :, :] = sequence_data_matrix[frame_index, :, :]
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else:
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# Sample time has a fractional part, so interpolate between two frames.
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next_frame_index = frame_index + 1
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for bone_index in range(bone_count):
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source_frame_1_data = sequence_data_matrix[frame_index, bone_index, :]
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source_frame_2_data = sequence_data_matrix[next_frame_index, bone_index, :]
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factor = sample_time - frame_index
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q = Quaternion((source_frame_1_data[:4])).slerp(Quaternion((source_frame_2_data[:4])), factor)
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q.normalize()
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l = Vector(source_frame_1_data[4:]).lerp(Vector(source_frame_2_data[4:]), factor)
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resampled_sequence_data_matrix[sample_index, bone_index, :] = q.w, q.x, q.y, q.z, l.x, l.y, l.z
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return resampled_sequence_data_matrix
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def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object, options: PsaImportOptions) -> PsaImportResult:
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result = PsaImportResult()
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sequences = [psa_reader.sequences[x] for x in options.sequence_names]
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@ -143,7 +189,7 @@ def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object,
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if armature_bone_index is not None:
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# Ensure that no other PSA bone has been mapped to this armature bone yet.
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if armature_bone_index not in armature_to_psa_bone_indices:
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psa_to_armature_bone_indices[psa_bone_index] = armature_bone_names.index(psa_bone_name)
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psa_to_armature_bone_indices[psa_bone_index] = armature_bone_index
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armature_to_psa_bone_indices[armature_bone_index] = psa_bone_index
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else:
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# This armature bone has already been mapped to a PSA bone.
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@ -172,7 +218,7 @@ def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object,
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# Create intermediate bone data for import operations.
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import_bones = []
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import_bones_dict = dict()
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psa_bone_names_to_import_bones = dict()
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for (psa_bone_index, psa_bone), psa_bone_name in zip(enumerate(psa_reader.bones), psa_bone_names):
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if psa_bone_index not in psa_to_armature_bone_indices:
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@ -182,17 +228,22 @@ def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object,
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import_bone = ImportBone(psa_bone)
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import_bone.armature_bone = armature_data.bones[psa_bone_name]
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import_bone.pose_bone = armature_object.pose.bones[psa_bone_name]
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import_bones_dict[psa_bone_name] = import_bone
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psa_bone_names_to_import_bones[psa_bone_name] = import_bone
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import_bones.append(import_bone)
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bones_with_missing_parents = []
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for import_bone in filter(lambda x: x is not None, import_bones):
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armature_bone = import_bone.armature_bone
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if armature_bone.parent is not None and armature_bone.parent.name in psa_bone_names:
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import_bone.parent = import_bones_dict[armature_bone.parent.name]
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has_parent = armature_bone.parent is not None
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if has_parent:
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if armature_bone.parent.name in psa_bone_names:
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import_bone.parent = psa_bone_names_to_import_bones[armature_bone.parent.name]
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else:
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# Add a warning if the parent bone is not in the PSA.
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bones_with_missing_parents.append(armature_bone)
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# Calculate the original location & rotation of each bone (in world-space maybe?)
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if import_bone.parent is not None:
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if has_parent:
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import_bone.original_location = armature_bone.matrix_local.translation - armature_bone.parent.matrix_local.translation
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import_bone.original_location.rotate(armature_bone.parent.matrix_local.to_quaternion().conjugated())
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import_bone.original_rotation = armature_bone.matrix_local.to_quaternion()
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@ -204,6 +255,12 @@ def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object,
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import_bone.post_rotation = import_bone.original_rotation.conjugated()
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# Warn about bones with missing parents.
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if len(bones_with_missing_parents) > 0:
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count = len(bones_with_missing_parents)
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message = f'{count} bone(s) have parents that are not present in the PSA:\n' + str([x.name for x in bones_with_missing_parents])
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result.warnings.append(message)
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context.window_manager.progress_begin(0, len(sequences))
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# Create and populate the data for new sequences.
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