Skip to content

Instantly share code, notes, and snippets.

@angavrilov
Last active October 20, 2015 07:33
Show Gist options
  • Save angavrilov/097c87050a66c93c30ed to your computer and use it in GitHub Desktop.
Save angavrilov/097c87050a66c93c30ed to your computer and use it in GitHub Desktop.
Tweaks for the blender PSK importer
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
bl_info = {
"name": "Import Unreal Skeleton Mesh (.psk;.pskx)/Animation Set (psa)",
"author": "Darknet, flufy3d, camg188",
"version": (2, 2),
"blender": (2, 64, 0),
"location": "File > Import > Skeleton Mesh (.psk;.pskx)/Animation Set (psa)",
"description": "Import Skeleleton Mesh/Animation Data",
"warning": "",
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"
"Scripts/Import-Export/Unreal_psk_psa",
"category": "Import-Export",
}
"""
Version': '2.0' ported by Darknet
Unreal Tournament PSK file to Blender mesh converter V1.0
Author: D.M. Sturgeon (camg188 at the elYsium forum), ported by Darknet
Imports a *psk file to a new mesh
-No UV Texutre
-No Weight
-No Armature Bones
-No Material ID
-Export Text Log From Current Location File (Bool )
"""
import bpy
import mathutils
import math
# XXX Yuck! 'from foo import *' is really bad!
from mathutils import *
from math import *
from bpy.props import *
from string import *
from struct import *
from math import *
from bpy.props import *
bpy.types.Scene.unrealbonesize = FloatProperty(
name="Bone Length",
description="Bone Length from head to tail distance",
default=1, min=0.001, max=1000
)
#output log in to txt file
DEBUGLOG = False
scale = 1.0
bonesize = 1.0
from bpy_extras.io_utils import unpack_list, unpack_face_list
class md5_bone:
bone_index = 0
name = ""
bindpos = []
bindmat = []
origmat = []
head = []
tail = []
scale = []
parent = ""
parent_index = 0
blenderbone = None
roll = 0
def __init__(self):
self.bone_index = 0
self.name = ""
self.bindpos = [0.0] * 3
self.scale = [0.0] * 3
self.head = [0.0] * 3
self.tail = [0.0] * 3
self.bindmat = [None] * 3 # is this how you initilize a 2d-array
for i in range(3):
self.bindmat[i] = [0.0] * 3
self.origmat = [None] * 3 #is this how you initilize a 2d-array
for i in range(3):
self.origmat[i] = [0.0] * 3
self.parent = ""
self.parent_index = 0
self.blenderbone = None
def dump(self):
print ("bone index: ", self.bone_index)
print ("name: ", self.name)
print ("bind position: ", self.bindpos)
print ("bind translation matrix: ", self.bindmat)
print ("parent: ", self.parent)
print ("parent index: ", self.parent_index)
print ("blenderbone: ", self.blenderbone)
def getheadpos(pbone,bones):
pos_head = [0.0] * 3
#pos = mathutils.Vector((x,y,z)) * pbone.origmat
pos = pbone.bindmat.to_translation()
"""
tmp_bone = pbone
while tmp_bone.name != tmp_bone.parent.name:
pos = pos * tmp_bone.parent.bindmat
tmp_bone = tmp_bone.parent
"""
pos_head[0] = pos.x
pos_head[1] = pos.y
pos_head[2] = pos.z
return pos_head
def gettailpos(pbone,bones):
pos_tail = [0.0] * 3
ischildfound = False
childbone = None
childbonelist = []
for bone in bones:
if bone.parent.name == pbone.name:
ischildfound = True
childbone = bone
childbonelist.append(bone)
if ischildfound:
tmp_head = [0.0] * 3
for bone in childbonelist:
tmp_head[0] += bone.head[0]
tmp_head[1] += bone.head[1]
tmp_head[2] += bone.head[2]
tmp_head[0] /= len(childbonelist)
tmp_head[1] /= len(childbonelist)
tmp_head[2] /= len(childbonelist)
return tmp_head
else:
tmp_len = 0.0
tmp_len += (pbone.head[0] - pbone.parent.head[0]) ** 2
tmp_len += (pbone.head[1] - pbone.parent.head[1]) ** 2
tmp_len += (pbone.head[2] - pbone.parent.head[2]) ** 2
tmp_len = tmp_len ** 0.5 * 0.5
pos_tail[0] = pbone.head[0] + tmp_len * pbone.bindmat[0][0]
pos_tail[1] = pbone.head[1] + tmp_len * pbone.bindmat[1][0]
pos_tail[2] = pbone.head[2] + tmp_len * pbone.bindmat[2][0]
return pos_tail
def pskimport(infile,importmesh,importbone,bDebugLogPSK,importmultiuvtextures,is_pskx):
global DEBUGLOG
DEBUGLOG = bDebugLogPSK
print ("--------------------------------------------------")
print ("---------SCRIPT EXECUTING PYTHON IMPORTER---------")
print ("--------------------------------------------------")
print (" DEBUG Log:",bDebugLogPSK)
print ("Importing file: ", infile)
pskfile = open(infile,'rb')
pskext = ".psk"
if is_pskx:
pskext = ".pskx"
if (DEBUGLOG):
logpath = infile.replace(pskext, ".txt")
print("logpath:",logpath)
logf = open(logpath,'w')
def printlog(strdata):
if (DEBUGLOG):
logf.write(strdata)
objName = infile.split('\\')[-1].split('/')[-1].split('.')[0]
me_ob = bpy.data.meshes.new(objName)
print("objName:",objName)
printlog(("New Mesh = " + me_ob.name + "\n"))
#read general header
indata = unpack('20s3i', pskfile.read(32))
#not using the general header at this time
#==================================================================================================
# vertex point
#==================================================================================================
#read the PNTS0000 header
indata = unpack('20s3i', pskfile.read(32))
recCount = indata[3]
printlog(("Nbr of PNTS0000 records: " + str(recCount) + "\n"))
counter = 0
verts = []
verts2 = []
while counter < recCount:
counter = counter + 1
indata = unpack('3f', pskfile.read(12))
#print(indata[0], indata[1], indata[2])
verts.extend([(indata[0], indata[1], indata[2])])
verts2.extend([(indata[0], indata[1], indata[2])])
#print([(indata[0], indata[1], indata[2])])
printlog(str(indata[0]) + "|" + str(indata[1]) + "|" + str(indata[2]) + "\n")
#Tmsh.vertices.append(NMesh.Vert(indata[0], indata[1], indata[2]))
#==================================================================================================
# UV
#==================================================================================================
#read the VTXW0000 header
indata = unpack('20s3i', pskfile.read(32))
recCount = indata[3]
printlog("Nbr of VTXW0000 records: " + str(recCount)+ "\n")
counter = 0
UVCoords = []
#UVCoords record format = [index to PNTS, U coord, v coord]
printlog("[index to PNTS, U coord, v coord]\n");
while counter < recCount:
counter = counter + 1
indata = unpack('hhffhh', pskfile.read(16))
UVCoords.append([indata[0], (indata[2], 1.0 - indata[3])])
printlog(str(indata[0]) + "|" + str(indata[2]) + "|" + str(indata[3]) + "\n")
#print('mat index %i', indata(4))
#print([indata[0], indata[2], indata[3]])
#print([indata[1], indata[2], indata[3]])
#==================================================================================================
# Face
#==================================================================================================
#read the FACE0000 header
indata = unpack('20s3i', pskfile.read(32))
chunkname = indata[0].partition(b'\0')[0].decode('cp437')
recCount = indata[3]
printlog("Nbr of "+chunkname+" records: " + str(recCount) + "\n")
#PSK FACE0000 fields: WdgIdx1|WdgIdx2|WdgIdx3|MatIdx|AuxMatIdx|SmthGrp
facespec = 'hhhbbi'
facespecsize = 12
# pskx extension for >64k vert data
if chunkname == 'FACE3200':
facespec = 'iiibbi'
facespecsize = 18
#associate MatIdx to an image, associate SmthGrp to a material
SGlist = []
counter = 0
faces = []
faceuv = []
facesmooth = []
#the psk values are: nWdgIdx1|WdgIdx2|WdgIdx3|MatIdx|AuxMatIdx|SmthGrp
printlog("nWdgIdx1|WdgIdx2|WdgIdx3|MatIdx|AuxMatIdx|SmthGrp \n")
while counter < recCount:
counter = counter + 1
indata = unpack(facespec, pskfile.read(facespecsize))
printlog(str(indata[0]) + "|" + str(indata[1]) + "|" + str(indata[2]) + "|" + str(indata[3]) + "|" +
str(indata[4]) + "|" + str(indata[5]) + "\n")
#indata[0] = index of UVCoords
#UVCoords[indata[0]]=[index to PNTS, U coord, v coord]
#UVCoords[indata[0]][0] = index to PNTS
PNTSA = UVCoords[indata[2]][0]
PNTSB = UVCoords[indata[1]][0]
PNTSC = UVCoords[indata[0]][0]
#print(PNTSA, PNTSB, PNTSC) #face id vertex
#faces.extend([0, 1, 2, 0])
faces.extend([(PNTSA, PNTSB, PNTSC, 0)])
uv = [indata[2], indata[1], indata[0]]
faceuv.append([uv, indata[3], indata[4], indata[5]])
#print("material:", indata[3])
#print("UV: ", u0, v0)
#update the uv var of the last item in the Tmsh.faces list
# which is the face just added above
##Tmsh.faces[-1].uv = [(u0, v0), (u1, v1), (u2, v2)]
#print("smooth:",indata[5])
#collect a list of the smoothing groups
facesmooth.append(indata[5])
#print(indata[5])
if SGlist.count(indata[5]) == 0:
SGlist.append(indata[5])
print("smooth:", indata[5])
#assign a material index to the face
#Tmsh.faces[-1].materialIndex = SGlist.index(indata[5])
printlog("Using Materials to represent PSK Smoothing Groups...\n")
#==========
# skip something...
#==========
#==================================================================================================
# Material
#==================================================================================================
##
#read the MATT0000 header
indata = unpack('20s3i', pskfile.read(32))
recCount = indata[3]
printlog("Nbr of MATT0000 records: " + str(recCount) + "\n" )
printlog(" - Not importing any material data now. PSKs are texture wrapped! \n")
counter = 0
materialcount = 0
materialnames = []
while counter < recCount:
counter = counter + 1
indata = unpack('64s6i', pskfile.read(88))
materialcount += 1
matname = indata[0].partition(b'\0')[0].decode('cp437')
materialnames.append(matname)
print("Material", counter)
print("Mat name %s", indata[0])
##
#==================================================================================================
# Bones (Armature)
#==================================================================================================
#read the REFSKEL0 header
indata = unpack('20s3i', pskfile.read(32))
recCount = indata[3]
printlog( "Nbr of REFSKEL0 records: " + str(recCount) + "\n")
#REFSKEL0 fields - Name|Flgs|NumChld|PrntIdx|Qw|Qx|Qy|Qz|LocX|LocY|LocZ|Lngth|XSize|YSize|ZSize
Bns = []
bone = []
md5_bones = []
bni_dict = {}
#==================================================================================================
# Bone Data
#==================================================================================================
counter = 0
print ("---PRASE--BONES---")
printlog("Name|Flgs|NumChld|PrntIdx|Qx|Qy|Qz|Qw|LocX|LocY|LocZ|Lngth|XSize|YSize|ZSize\n")
while counter < recCount:
indata = unpack('64s3i11f', pskfile.read(120))
#print( "DATA",str(indata))
bone.append(indata)
createbone = md5_bone()
#temp_name = indata[0][:30]
temp_name = indata[0]
temp_name = bytes.decode(temp_name)
temp_name = temp_name.lstrip(" ")
temp_name = temp_name.rstrip(" ")
temp_name = temp_name.strip()
temp_name = temp_name.strip( bytes.decode(b'\x00'))
printlog(temp_name + "|" + str(indata[1]) + "|" + str(indata[2]) + "|" + str(indata[3]) + "|" +
str(indata[4]) + "|" + str(indata[5]) + "|" + str(indata[6]) + "|" + str(indata[7]) + "|" +
str(indata[8]) + "|" + str(indata[9]) + "|" + str(indata[10]) + "|" + str(indata[11]) + "|" +
str(indata[12]) + "|" + str(indata[13]) + "|" + str(indata[14]) + "\n")
createbone.name = temp_name
createbone.bone_index = counter
createbone.parent_index = indata[3]
createbone.bindpos[0] = indata[8]
createbone.bindpos[1] = indata[9]
createbone.bindpos[2] = indata[10]
createbone.scale[0] = indata[12]
createbone.scale[1] = indata[13]
createbone.scale[2] = indata[14]
bni_dict[createbone.name] = createbone.bone_index
#w,x,y,z
if (counter == 0):#main parent
createbone.bindmat = mathutils.Quaternion((indata[7], -indata[4], -indata[5], -indata[6])).to_matrix()
createbone.origmat = mathutils.Quaternion((indata[7], -indata[4], -indata[5], -indata[6])).to_matrix()
else:
createbone.bindmat = mathutils.Quaternion((indata[7], -indata[4], -indata[5], -indata[6])).to_matrix()
createbone.origmat = mathutils.Quaternion((indata[7], -indata[4], -indata[5], -indata[6])).to_matrix()
createbone.bindmat = mathutils.Matrix.Translation(mathutils.Vector((indata[8], indata[9], indata[10]))) * \
createbone.bindmat.to_4x4()
md5_bones.append(createbone)
counter = counter + 1
bnstr = (str(indata[0]))
Bns.append(bnstr)
for pbone in md5_bones:
pbone.parent = md5_bones[pbone.parent_index]
for pbone in md5_bones:
if pbone.name != pbone.parent.name:
pbone.bindmat = pbone.parent.bindmat * pbone.bindmat
#print(pbone.name)
#print(pbone.bindmat)
#print("end")
else:
pbone.bindmat = pbone.bindmat
for pbone in md5_bones:
pbone.head = getheadpos(pbone, md5_bones)
for pbone in md5_bones:
pbone.tail = gettailpos(pbone, md5_bones)
for pbone in md5_bones:
pbone.parent = md5_bones[pbone.parent_index].name
bonecount = 0
for armbone in bone:
temp_name = armbone[0][:30]
#print ("BONE NAME: ", len(temp_name))
temp_name=str((temp_name))
#temp_name = temp_name[1]
#print ("BONE NAME: ", temp_name)
bonecount += 1
print ("-------------------------")
print ("----Creating--Armature---")
print ("-------------------------")
# If no bones found, no point trying to create an armature
if recCount <= 0:
importbone = False
if bpy.ops.object.mode_set.poll():
bpy.ops.object.mode_set(mode='OBJECT')
for i in bpy.context.scene.objects:
i.select = False #deselect all objects
#================================================================================================
#Check armature if exist if so create or update or remove all and addnew bone
#================================================================================================
#bpy.ops.object.mode_set(mode='OBJECT')
meshname ="ArmObject"
objectname = "armaturedata"
# arm = None # UNUSED
if importbone:
ob_new = bpy.data.objects.get(meshname)
# arm = obj # UNUSED
if not ob_new:
armdata = bpy.data.armatures.new(objectname)
ob_new = bpy.data.objects.new(meshname, armdata)
#ob_new = bpy.data.objects.new(meshname, 'ARMATURE')
#ob_new.data = armdata
bpy.context.scene.objects.link(ob_new)
#bpy.ops.object.mode_set(mode='OBJECT')
ob_new.select = True
#set current armature to edit the bone
bpy.context.scene.objects.active = ob_new
#set mode to able to edit the bone
if bpy.ops.object.mode_set.poll():
bpy.ops.object.mode_set(mode='EDIT')
#newbone = ob_new.data.edit_bones.new('test')
#newbone.tail.y = 1
print("creating bone(s)")
bpy.ops.object.mode_set(mode='OBJECT')
for bone in md5_bones:
#print(dir(bone))
bpy.ops.object.mode_set(mode='EDIT')#Go to edit mode for the bones
newbone = ob_new.data.edit_bones.new(bone.name)
#parent the bone
#print("DRI:", dir(newbone))
parentbone = None
#note bone location is set in the real space or global not local
bonesize = bpy.types.Scene.unrealbonesize
if bone.name != bone.parent:
pos_x = bone.bindpos[0]
pos_y = bone.bindpos[1]
pos_z = bone.bindpos[2]
#print("LINKING:" , bone.parent ,"j")
parentbone = ob_new.data.edit_bones[bone.parent]
newbone.parent = parentbone
rotmatrix = bone.bindmat
newbone.head.x = bone.head[0]
newbone.head.y = bone.head[1]
newbone.head.z = bone.head[2]
newbone.tail.x = bone.tail[0]
newbone.tail.y = bone.tail[1]
newbone.tail.z = bone.tail[2]
vecp = parentbone.tail - parentbone.head
vecc = newbone.tail - newbone.head
vecc.normalize()
vecp.normalize()
if vecp.dot(vecc) > -0.8:
newbone.roll = parentbone.roll
else:
newbone.roll = - parentbone.roll
else:
rotmatrix = bone.bindmat
newbone.head.x = bone.head[0]
newbone.head.y = bone.head[1]
newbone.head.z = bone.head[2]
newbone.tail.x = bone.tail[0]
newbone.tail.y = bone.tail[1]
newbone.tail.z = bone.tail[2]
newbone.roll = math.radians(90.0)
"""
vec = newbone.tail - newbone.head
if vec.z > 0.0:
newbone.roll = math.radians(90.0)
else:
newbone.roll = math.radians(-90.0)
"""
bpy.context.scene.update()
#==================================================================================================
#END BONE DATA BUILD
#==================================================================================================
VtxCol = []
for x in range(len(Bns)):
#change the overall darkness of each material in a range between 0.1 and 0.9
tmpVal = ((float(x) + 1.0) / (len(Bns)) * 0.7) + 0.1
tmpVal = int(tmpVal * 256)
tmpCol = [tmpVal, tmpVal, tmpVal, 0]
#Change the color of each material slightly
if x % 3 == 0:
if tmpCol[0] < 128:
tmpCol[0] += 60
else:
tmpCol[0] -= 60
if x % 3 == 1:
if tmpCol[1] < 128:
tmpCol[1] += 60
else:
tmpCol[1] -= 60
if x % 3 == 2:
if tmpCol[2] < 128:
tmpCol[2] += 60
else:
tmpCol[2] -= 60
#Add the material to the mesh
VtxCol.append(tmpCol)
#==================================================================================================
# Bone Weight
#==================================================================================================
#read the RAWW0000 header
indata = unpack('20s3i', pskfile.read(32))
recCount = indata[3]
printlog("Nbr of RAWW0000 records: " + str(recCount) +"\n")
#RAWW0000 fields: Weight|PntIdx|BoneIdx
RWghts = []
counter = 0
while counter < recCount:
counter = counter + 1
indata = unpack('fii', pskfile.read(12))
RWghts.append([indata[1], indata[2], indata[0]])
#print("weight:", [indata[1], indata[2], indata[0]])
#RWghts fields = PntIdx|BoneIdx|Weight
RWghts.sort()
printlog("Vertex point and groups count =" + str(len(RWghts)) + "\n")
printlog("PntIdx|BoneIdx|Weight")
for vg in RWghts:
printlog(str(vg[0]) + "|" + str(vg[1]) + "|" + str(vg[2]) + "\n")
#Tmsh.update_tag()
#set the Vertex Colors of the faces
#face.v[n] = RWghts[0]
#RWghts[1] = index of VtxCol
"""
for x in range(len(Tmsh.faces)):
for y in range(len(Tmsh.faces[x].v)):
#find v in RWghts[n][0]
findVal = Tmsh.faces[x].v[y].index
n = 0
while findVal != RWghts[n][0]:
n = n + 1
TmpCol = VtxCol[RWghts[n][1]]
#check if a vertex has more than one influence
if n != len(RWghts) - 1:
if RWghts[n][0] == RWghts[n + 1][0]:
#if there is more than one influence, use the one with the greater influence
#for simplicity only 2 influences are checked, 2nd and 3rd influences are usually very small
if RWghts[n][2] < RWghts[n + 1][2]:
TmpCol = VtxCol[RWghts[n + 1][1]]
Tmsh.faces[x].col.append(NMesh.Col(TmpCol[0], TmpCol[1], TmpCol[2], 0))
"""
#==================================================================================================
# Extra UVs
#==================================================================================================
#read the EXTRAUVS# headers
ExtraUVs = []
while True:
inraw = pskfile.read(32)
if len(inraw) < 32:
break
indata = unpack('20s3i', inraw)
chunkname = indata[0].partition(b'\0')[0].decode('cp437')
if not chunkname.startswith('EXTRAUVS'):
break
recCount = indata[3]
printlog("Nbr of "+chunkname+" records: " + str(recCount) +"\n")
uvtable = []
counter = 0
while counter < recCount:
counter = counter + 1
indata = unpack('ff', pskfile.read(8))
uvtable.append((indata[0], 1.0 - indata[1]))
ExtraUVs.append(uvtable)
if (DEBUGLOG):
logf.close()
#==================================================================================================
#Building Mesh
#==================================================================================================
print("vertex:", len(verts), "faces:", len(faces))
print("vertex2:", len(verts2))
me_ob.vertices.add(len(verts2))
me_ob.tessfaces.add(len(faces))
me_ob.vertices.foreach_set("co", unpack_list(verts2))
me_ob.tessfaces.foreach_set("vertices_raw", unpack_list( faces))
for face in me_ob.tessfaces:
face.use_smooth = facesmooth[face.index]
"""
Material setup coding.
First the mesh has to be create first to get the uv texture setup working.
-Create material(s) list in the psk pack data from the list.(to do list)
-Append the material to the from create the mesh object.
-Create Texture(s)
-face loop for uv assign and assign material index
"""
if bpy.ops.object.mode_set.poll():
bpy.ops.object.mode_set(mode='OBJECT')
#===================================================================================================
#Material Setup
#===================================================================================================
print ("-------------------------")
print ("----Creating--Materials--")
print ("-------------------------")
materialname = "pskmat"
materials = []
for matcount in range(materialcount):
#if texturedata != None:
matname = materialname + str(matcount)
if materialnames[matcount] != '':
matname = matname + '.' + materialnames[matcount]
matdata = bpy.data.materials.new(matname)
#mtex = matdata.texture_slots.new()
#mtex.texture = texture[matcount].data
#print(type(texture[matcount].data))
#print(dir(mtex))
#print(dir(matdata))
#for texno in range(len( bpy.data.textures)):
#print((bpy.data.textures[texno].name))
#print(dir(bpy.data.textures[texno]))
#matdata.active_texture = bpy.data.textures[matcount - 1]
#matdata.texture_coords = 'UV'
#matdata.active_texture = texturedata
materials.append(matdata)
for material in materials:
#add material to the mesh list of materials
me_ob.materials.append(material)
for face in me_ob.tessfaces:
# point faces at the right material
face.material_index = faceuv[face.index][1]
#===================================================================================================
#UV Setup
#===================================================================================================
print ("-------------------------")
print ("-- Creating UV Texture --")
print ("-------------------------")
texture = []
# texturename = "text1" # UNUSED
countm = 0
for countm in range(materialcount):
psktexname = "psk" + str(countm)
me_ob.uv_textures.new(name=psktexname)
countm += 1
print("INIT UV TEXTURE...")
_matcount = 0
#for mattexcount in materials:
#print("MATERAIL ID:", _matcount)
_textcount = 0
for uv in me_ob.tessface_uv_textures: # uv texture
print("UV TEXTURE ID:",_textcount)
print(dir(uv))
for face in me_ob.tessfaces:# face, uv
#print(dir(face))
if faceuv[face.index][1] == _textcount: #if face index and texture index matches assign it
mfaceuv = faceuv[face.index][0] #face index
uv.data[face.index].uv1 = mathutils.Vector(UVCoords[mfaceuv[0]][1]) #set them
uv.data[face.index].uv2 = mathutils.Vector(UVCoords[mfaceuv[1]][1]) #set them
uv.data[face.index].uv3 = mathutils.Vector(UVCoords[mfaceuv[2]][1]) #set them
else: #if not match zero them
uv.data[face.index].uv1 = mathutils.Vector((0, 0)) #zero them
uv.data[face.index].uv2 = mathutils.Vector((0, 0)) #zero them
uv.data[face.index].uv3 = mathutils.Vector((0, 0)) #zero them
_textcount += 1
#_matcount += 1
#print(matcount)
print("EXTRA UV TEXTURE...")
for _textcount in range(len(ExtraUVs)):
psktexname = "pskextra" + str(_textcount)
uv = me_ob.uv_textures.new(name=psktexname)
uv = me_ob.tessface_uv_textures[uv.name]
coords = ExtraUVs[_textcount]
for face in me_ob.tessfaces:
mfaceuv = faceuv[face.index][0]
uv.data[face.index].uv1 = mathutils.Vector(coords[mfaceuv[0]])
uv.data[face.index].uv2 = mathutils.Vector(coords[mfaceuv[1]])
uv.data[face.index].uv3 = mathutils.Vector(coords[mfaceuv[2]])
print("END UV TEXTURE...")
print("UV TEXTURE LEN:", len(texture))
#for tex in me_ob.uv_textures:
#print("mesh tex:", dir(tex))
#print((tex.name))
#for face in me_ob.faces:
#print(dir(face))
#===================================================================================================
#
#===================================================================================================
obmesh = bpy.data.objects.new(objName,me_ob)
#===================================================================================================
#Mesh Vertex Group bone weight
#===================================================================================================
print("---- building bone weight mesh ----")
#print(dir(ob_new.data.bones))
#create bone vertex group #deal with bone id for index number
if importbone:
for bone in ob_new.data.bones:
#print("names:", bone.name, ":", dir(bone))
#print("names:", bone.name)
group = obmesh.vertex_groups.new(bone.name)
for vgroup in obmesh.vertex_groups:
#print(vgroup.name, ":", vgroup.index)
for vgp in RWghts:
#bone index
if vgp[1] == bni_dict[vgroup.name]:
#print(vgp)
#[vertex id],weight
vgroup.add([vgp[0]], vgp[2], 'ADD')
#check if there is a material to set to
if len(materials) > 0:
obmesh.active_material = materials[0] #material setup tmp
print("---- adding mesh to the scene ----")
if bpy.ops.object.mode_set.poll():
bpy.ops.object.mode_set(mode='OBJECT')
#bpy.ops.object.select_pattern(extend=True, pattern=obmesh.name, case_sensitive=True)
#bpy.ops.object.select_pattern(extend=True, pattern=ob_new.name, case_sensitive=True)
#bpy.ops.object.select_name(name=str(obmesh.name))
#bpy.ops.object.select_name(name=str(ob_new.name))
#bpy.context.scene.objects.active = ob_new
me_ob.update()
bpy.context.scene.objects.link(obmesh)
bpy.context.scene.update()
if importbone:
obmesh.select = False
ob_new.select = False
obmesh.select = True
ob_new.select = True
bpy.context.scene.objects.active = ob_new
bpy.ops.object.parent_set(type="ARMATURE")
else:
obmesh.select = True
bpy.context.scene.objects.active = obmesh
print ("PSK2Blender completed")
#End of def pskimport#########################
def getInputFilenamepsk(self, filename, importmesh, importbone, bDebugLogPSK, importmultiuvtextures):
checktype = filename.split('\\')[-1].split('.')[1]
print ("------------",filename)
is_pskx = checktype.lower() == 'pskx'
if not is_pskx and checktype.lower() != 'psk':
print (" Selected file = ", filename)
raise (IOError, "The selected input file is not a *.psk(x) file")
#self.report({'INFO'}, ("Selected file:"+ filename))
else:
pskimport(filename, importmesh, importbone, bDebugLogPSK, importmultiuvtextures, is_pskx)
def getInputFilenamepsa(self, filename, context):
checktype = filename.split('\\')[-1].split('.')[1]
if checktype.lower() != 'psa':
print (" Selected file = ", filename)
raise (IOError, "The selected input file is not a *.psa file")
#self.report({'INFO'}, ("Selected file:" + filename))
else:
psaimport(filename,context)
class IMPORT_OT_psk(bpy.types.Operator):
'''Load a skeleton mesh psk File'''
bl_idname = "import_scene.psk"
bl_label = "Import PSK"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_options = {'UNDO'}
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
filepath = StringProperty(
subtype='FILE_PATH',
)
filter_glob = StringProperty(
default="*.psk;*.pskx",
options={'HIDDEN'},
)
importmesh = BoolProperty(
name="Mesh",
description="Import mesh only. (not yet build.)",
default=True,
)
importbone = BoolProperty(
name="Bones",
description="Import bones only. Current not working yet",
default=True,
)
importmultiuvtextures = BoolProperty(
name="Single UV Texture(s)",
description="Single or Multi uv textures",
default=True,
)
bDebugLogPSK = BoolProperty(
name="Debug Log.txt",
description="Log the output of raw format. It will save in "
"current file dir. Note this just for testing",
default=False,
)
unrealbonesize = FloatProperty(
name="Bone Length",
description="Bone Length from head to tail distance",
default=1,
min=0.001,
max=1000,
)
def execute(self, context):
bpy.types.Scene.unrealbonesize = self.unrealbonesize
getInputFilenamepsk(self, self.filepath, self.importmesh, self.importbone, self.bDebugLogPSK,
self.importmultiuvtextures)
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
wm.fileselect_add(self)
return {'RUNNING_MODAL'}
class psa_bone:
name=""
Transform=None
parent=None
def __init__(self):
self.name=""
self.Transform=None
self.parent=None
def psaimport(filename,context):
print ("--------------------------------------------------")
print ("---------SCRIPT EXECUTING PYTHON IMPORTER---------")
print ("--------------------------------------------------")
print ("Importing file: ", filename)
psafile = open(filename,'rb')
debug = True
if (debug):
logpath = filename.replace(".psa", ".txt")
print("logpath:", logpath)
logf = open(logpath, 'w')
def printlog(strdata):
if (debug):
logf.write(strdata)
def printlogplus(name, data):
if (debug):
logf.write(str(name) + '\n')
if isinstance(data, bytes):
logf.write(str(bytes.decode(data).strip(bytes.decode(b'\x00'))))
else:
logf.write(str(data))
logf.write('\n')
printlog('-----------Log File------------\n')
#General Header
indata = unpack('20s3i', psafile.read(32))
printlogplus('ChunkID', indata[0])
printlogplus('TypeFlag', indata[1])
printlogplus('DataSize', indata[2])
printlogplus('DataCount', indata[3])
#Bones Header
indata = unpack('20s3i', psafile.read(32))
printlogplus('ChunkID', indata[0])
printlogplus('TypeFlag', indata[1])
printlogplus('DataSize', indata[2])
printlogplus('DataCount', indata[3])
#Bones Data
BoneIndex2NamePairMap = {}
BoneNotFoundList = []
printlog("Name|Flgs|NumChld|PrntIdx|Qx|Qy|Qz|Qw|LocX|LocY|LocZ|Length|XSize|YSize|ZSize\n")
recCount = indata[3]
counter = 0
nobonematch = True
while counter < recCount:
indata = unpack('64s3i11f', psafile.read(120))
#printlogplus('bone', indata[0])
bonename = str(bytes.decode(indata[0]).strip(bytes.decode(b'\x00')))
if bonename in bpy.data.armatures['armaturedata'].bones.keys():
BoneIndex2NamePairMap[counter] = bonename
print('find bone', bonename)
nobonematch = False
else:
print('can not find the bone:', bonename)
BoneNotFoundList.append(counter)
counter += 1
if nobonematch:
print('no bone was match so skip import!')
return
#Animations Header
indata = unpack('20s3i', psafile.read(32))
printlogplus('ChunkID', indata[0])
printlogplus('TypeFlag', indata[1])
printlogplus('DataSize', indata[2])
printlogplus('DataCount', indata[3])
#Animations Data
recCount = indata[3]
counter = 0
Raw_Key_Nums = 0
Action_List = []
while counter < recCount:
indata = unpack('64s64s4i3f3i', psafile.read(64 + 64 + 4 * 4 + 3 * 4 + 3 * 4))
printlogplus('Name', indata[0])
printlogplus('Group', indata[1])
printlogplus('totalbones', indata[2])
printlogplus('NumRawFrames', indata[-1])
Name = str(bytes.decode(indata[0]).strip(bytes.decode(b'\x00')))
Group = str(bytes.decode(indata[1]).strip(bytes.decode(b'\x00')))
totalbones = indata[2]
NumRawFrames = indata[-1]
Raw_Key_Nums += indata[2] * indata[-1]
Action_List.append((Name,Group,totalbones,NumRawFrames))
counter += 1
#Raw keys Header
Raw_Key_List = []
indata = unpack('20s3i', psafile.read(32))
printlogplus('ChunkID', indata[0])
printlogplus('TypeFlag', indata[1])
printlogplus('DataSize', indata[2])
printlogplus('DataCount', indata[3])
if(Raw_Key_Nums != indata[3]):
print('error! Raw_Key_Nums Inconsistent')
return
#Raw keys Data
recCount = Raw_Key_Nums
counter = 0
while counter < recCount:
indata = unpack('3f4f1f', psafile.read(3 * 4 + 4 * 4 + 4))
pos = mathutils.Vector((indata[0], indata[1], indata[2]))
quat = mathutils.Quaternion((indata[6], indata[3], indata[4], indata[5]))
time = indata[7]
Raw_Key_List.append((pos, quat, time))
counter += 1
#Scale keys Header,Scale keys Data,Curve keys Header,Curve keys Data
curFilePos = psafile.tell()
psafile.seek(0, 2)
endFilePos = psafile.tell()
if curFilePos == endFilePos:
print('no Scale keys,Curve keys')
#build the animation line
if bpy.ops.object.mode_set.poll():
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
NeededBoneMatrix = {}
ARMATURE_OBJ = 'ArmObject'
ARMATURE_DATA = 'armaturedata'
if bpy.context.scene.udk_importarmatureselect:
if len(bpy.context.scene.udkas_list) > 0:
print("CHECKING ARMATURE...")
#for bone in bpy.data.objects[ARMATURE_OBJ].pose.bones:
#for objd in bpy.data.objects:
#print("NAME:", objd.name, " TYPE:", objd.type)
#if objd.type == 'ARMARURE':
#print(dir(objd))
armature_list = bpy.context.scene.udkas_list #armature list array
armature_idx = bpy.context.scene.udkimportarmature_list_idx #armature index selected
ARMATURE_OBJ = bpy.data.objects[armature_list[armature_idx]].name #object armature
ARMATURE_DATA = bpy.data.objects[armature_list[armature_idx]].data.name #object data
for bone in bpy.data.armatures[ARMATURE_DATA].bones:
name = bone.name
ori_matrix = bone.matrix
matrix = bone.matrix_local.to_3x3()
bone_rest_matrix = Matrix(matrix)
#bone_rest_matrix = bone.matrix_local.to_3x3()
#bone_rest_matrix = bone.matrix_local.to_quaternion().conjugated().to_matrix()
bone_rest_matrix_inv = Matrix(bone_rest_matrix)
bone_rest_matrix_inv.invert()
bone_rest_matrix_inv.resize_4x4()
bone_rest_matrix.resize_4x4()
NeededBoneMatrix[name] = (bone_rest_matrix,bone_rest_matrix_inv,ori_matrix)
#build tmp pose bone tree
psa_bones = {}
for bone in bpy.data.objects[ARMATURE_OBJ].pose.bones:
_psa_bone = psa_bone()
_psa_bone.name = bone.name
_psa_bone.Transform = bone.matrix
if bone.parent != None:
_psa_bone.parent = psa_bones[bone.parent.name]
else:
_psa_bone.parent = None
psa_bones[bone.name] = _psa_bone
raw_key_index = 0
for raw_action in Action_List:
Name = raw_action[0]
Group = raw_action[1]
Totalbones = raw_action[2]
NumRawFrames = raw_action[3]
context.scene.update()
object = bpy.data.objects['ArmObject']
object.animation_data_create()
action = bpy.data.actions.new(name=Name)
object.animation_data.action = action
for i in range(NumRawFrames):
context.scene.frame_set(i + 1)
pose_bones = object.pose.bones
for j in range(Totalbones):
if j not in BoneNotFoundList:
bName = BoneIndex2NamePairMap[j]
pbone = psa_bones[bName]
pos = Raw_Key_List[raw_key_index][0]
quat = Raw_Key_List[raw_key_index][1]
mat = Matrix()
if pbone.parent != None:
quat = quat.conjugated()
mat = Matrix.Translation(pos) * quat.to_matrix().to_4x4()
mat = pose_bones[bName].parent.matrix * mat
#mat = pbone.parent.Transform * mat
else:
mat = pbone.Transform * Matrix.Translation(pos) * quat.to_matrix().to_4x4()
pose_bones[bName].matrix = mat
pbone.Transform = mat
raw_key_index += 1
#bpy.data.meshes[1]
for bone in pose_bones:
bone.matrix = psa_bones[bone.name].Transform
bone.keyframe_insert("rotation_quaternion")
bone.keyframe_insert("location")
def whirlSingleBone(pose_bone,quat):
bpy.context.scene.update()
#record child's matrix and origin rotate
hymat = Quaternion((0.707, -0.707, 0, 0)).inverted().to_matrix().to_4x4()
children_infos = {}
childrens = pose_bone.children
for child in childrens:
armmat = bpy.data.armatures['armaturedata'].bones[child.name].matrix.copy().to_4x4()
cmat = child.matrix.copy() * armmat.inverted() * hymat.inverted()
pos = cmat.to_translation()
rotmat = cmat.to_3x3()
children_infos[child] = (armmat, pos, rotmat)
#whirl this bone by quat
pose_bone.matrix *= quat.to_matrix().to_4x4()
pose_bone.keyframe_insert("location")
pose_bone.keyframe_insert("rotation_quaternion")
bpy.context.scene.update()
#set back children bon to original position
#reverse whirl child bone by quat.inverse()
for child in childrens:
armmat = children_infos[child][0]
pos = children_infos[child][1]
rotmat = children_infos[child][2]
child.matrix = Matrix.Translation(pos) * rotmat.to_4x4() * hymat * armmat
child.keyframe_insert("location")
child.keyframe_insert("rotation_quaternion")
for bone in pose_bones:
if bone.parent != None:
whirlSingleBone(bone,Quaternion((0.707, 0, 0, -0.707)))
else:
bone.rotation_quaternion *= Quaternion((0.707, -0.707, 0, 0)) * Quaternion((0.707, 0, 0, -0.707))
bone.keyframe_insert("rotation_quaternion")
break
context.scene.frame_set(0)
if(debug):
logf.close()
class IMPORT_OT_psa(bpy.types.Operator):
'''Load a skeleton anim psa File'''
bl_idname = "import_scene.psa"
bl_label = "Import PSA"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
filepath = StringProperty(
subtype='FILE_PATH',
)
filter_glob = StringProperty(
default="*.psa",
options={'HIDDEN'},
)
def execute(self, context):
getInputFilenamepsa(self,self.filepath,context)
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
wm.fileselect_add(self)
return {'RUNNING_MODAL'}
class IMPORT_OT_psa(bpy.types.Operator):
'''Load a skeleton anim psa File'''
bl_idname = "import_scene.psa"
bl_label = "Import PSA"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
filepath = StringProperty(
subtype='FILE_PATH',
)
filter_glob = StringProperty(
default="*.psa",
options={'HIDDEN'},
)
def execute(self, context):
getInputFilenamepsa(self,self.filepath,context)
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
wm.fileselect_add(self)
return {'RUNNING_MODAL'}
bpy.types.Scene.udk_importpsk = StringProperty(
name = "Import .psk",
description = "Skeleton mesh file path for psk",
default = "")
bpy.types.Scene.udk_importpsa = StringProperty(
name = "Import .psa",
description = "Animation Data to Action Set(s) file path for psa",
default = "")
bpy.types.Scene.udk_importarmatureselect = BoolProperty(
name = "Armature Selected",
description = "Select Armature to Import psa animation data",
default = False)
class Panel_UDKImport(bpy.types.Panel):
bl_label = "UDK Import"
bl_idname = "OBJECT_PT_udk_import"
bl_space_type = "VIEW_3D"
bl_region_type = "TOOLS"
filepath = StringProperty(
subtype='FILE_PATH',
)
#@classmethod
#def poll(cls, context):
# return context.active_object
def draw(self, context):
layout = self.layout
layout.operator(OBJECT_OT_PSKPath.bl_idname)
layout.prop(context.scene, "udk_importarmatureselect")
if bpy.context.scene.udk_importarmatureselect:
layout.operator(OBJECT_OT_UDKImportArmature.bl_idname)
layout.template_list("UI_UL_list", "udkimportarmature_list", context.scene, "udkimportarmature_list",
context.scene, "udkimportarmature_list_idx", rows=5)
layout.operator(OBJECT_OT_PSAPath.bl_idname)
class OBJECT_OT_PSKPath(bpy.types.Operator):
"""Select .psk file path to import for skeleton mesh"""
bl_idname = "object.pskpath"
bl_label = "Import PSK Path"
filepath = StringProperty(
subtype='FILE_PATH',
)
filter_glob = StringProperty(
default="*.psk;*.pskx",
options={'HIDDEN'},
)
importmesh = BoolProperty(
name="Mesh",
description="Import mesh only. (not yet build.)",
default=True,
)
importbone = BoolProperty(
name="Bones",
description="Import bones only. Current not working yet",
default=True,
)
importmultiuvtextures = BoolProperty(
name="Single UV Texture(s)",
description="Single or Multi uv textures",
default=True,
)
bDebugLogPSK = BoolProperty(
name="Debug Log.txt",
description="Log the output of raw format. It will save in " \
"current file dir. Note this just for testing",
default=False,
)
unrealbonesize = FloatProperty(
name="Bone Length",
description="Bone Length from head to tail distance",
default=1,
min=0.001,
max=1000,
)
def execute(self, context):
#context.scene.importpskpath = self.properties.filepath
bpy.types.Scene.unrealbonesize = self.unrealbonesize
getInputFilenamepsk(self, self.filepath, self.importmesh, self.importbone, self.bDebugLogPSK,
self.importmultiuvtextures)
return {'FINISHED'}
def invoke(self, context, event):
#bpy.context.window_manager.fileselect_add(self)
wm = context.window_manager
wm.fileselect_add(self)
return {'RUNNING_MODAL'}
class UDKImportArmaturePG(bpy.types.PropertyGroup):
#boolean = BoolProperty(default=False)
string = StringProperty()
bexport = BoolProperty(default=False, name="Export", options={"HIDDEN"},
description = "This will be ignore when exported")
bselect = BoolProperty(default=False, name="Select", options={"HIDDEN"},
description = "This will be ignore when exported")
otype = StringProperty(name="Type",description = "This will be ignore when exported")
bpy.utils.register_class(UDKImportArmaturePG)
bpy.types.Scene.udkimportarmature_list = CollectionProperty(type=UDKImportArmaturePG)
bpy.types.Scene.udkimportarmature_list_idx = IntProperty()
class OBJECT_OT_PSAPath(bpy.types.Operator):
"""Select .psa file path to import for animation data"""
bl_idname = "object.psapath"
bl_label = "Import PSA Path"
filepath = StringProperty(name="PSA File Path", description="Filepath used for importing the PSA file",
maxlen=1024, default="")
filter_glob = StringProperty(
default="*.psa",
options={'HIDDEN'},
)
def execute(self, context):
#context.scene.importpsapath = self.properties.filepath
getInputFilenamepsa(self,self.filepath,context)
return {'FINISHED'}
def invoke(self, context, event):
bpy.context.window_manager.fileselect_add(self)
return {'RUNNING_MODAL'}
class OBJECT_OT_UDKImportArmature(bpy.types.Operator):
"""This will update the filter of the mesh and armature"""
bl_idname = "object.udkimportarmature"
bl_label = "Update Armature"
def execute(self, context):
my_objlist = bpy.context.scene.udkimportarmature_list
objectl = []
for objarm in bpy.context.scene.objects:#list and filter only mesh and armature
if objarm.type == 'ARMATURE':
objectl.append(objarm)
for _objd in objectl:#check if list has in udk list
bfound_obj = False
for _obj in my_objlist:
if _obj.name == _objd.name and _obj.otype == _objd.type:
_obj.bselect = _objd.select
bfound_obj = True
break
if bfound_obj == False:
#print("ADD ARMATURE...")
my_item = my_objlist.add()
my_item.name = _objd.name
my_item.bselect = _objd.select
my_item.otype = _objd.type
removeobject = []
for _udkobj in my_objlist:
bfound_objv = False
for _objd in bpy.context.scene.objects: #check if there no existing object from sense to remove it
if _udkobj.name == _objd.name and _udkobj.otype == _objd.type:
bfound_objv = True
break
if bfound_objv == False:
removeobject.append(_udkobj)
#print("remove check...")
for _item in removeobject: #loop remove object from udk list object
count = 0
for _obj in my_objlist:
if _obj.name == _item.name and _obj.otype == _item.otype:
my_objlist.remove(count)
break
count += 1
return{'FINISHED'}
class OBJECT_OT_UDKImportA(bpy.types.Operator):
"""This will update the filter of the mesh and armature"""
bl_idname = "object.udkimporta"
bl_label = "Update Armature"
def execute(self, context):
for objd in bpy.data.objects:
print("NAME:",objd.name," TYPE:",objd.type)
if objd.type == "ARMATURE":
print(dir(objd))
print((objd.data.name))
return{'FINISHED'}
def menu_func(self, context):
self.layout.operator(IMPORT_OT_psk.bl_idname, text="Skeleton Mesh (.psk,.pskx)")
self.layout.operator(IMPORT_OT_psa.bl_idname, text="Skeleton Anim (.psa)")
def register():
bpy.utils.register_module(__name__)
bpy.types.INFO_MT_file_import.append(menu_func)
def unregister():
bpy.utils.unregister_module(__name__)
bpy.types.INFO_MT_file_import.remove(menu_func)
if __name__ == "__main__":
register()
#note this only read the data and will not be place in the scene
#getInputFilename('C:\\blenderfiles\\BotA.psk')
#getInputFilename('C:\\blenderfiles\\AA.PSK')
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment