[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [669] trunk/py/scripts/addons/ export_unreal_psk_psa.py: updated unreal export_unreal_psk_psa.py
Brendon Murphy
meta.androcto1 at gmail.com
Sun May 16 11:28:57 CEST 2010
Revision: 669
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-extensions&revision=669
Author: meta-androcto
Date: 2010-05-16 11:28:56 +0200 (Sun, 16 May 2010)
Log Message:
-----------
updated unreal export_unreal_psk_psa.py
Modified Paths:
--------------
trunk/py/scripts/addons/export_unreal_psk_psa.py
Modified: trunk/py/scripts/addons/export_unreal_psk_psa.py
===================================================================
--- trunk/py/scripts/addons/export_unreal_psk_psa.py 2010-05-15 14:42:10 UTC (rev 668)
+++ trunk/py/scripts/addons/export_unreal_psk_psa.py 2010-05-16 09:28:56 UTC (rev 669)
@@ -14,22 +14,11 @@
# along with this program. If not, see <http://www.gnu.org/licenses/>.
# All rights reserved.
# ***** GPL LICENSE BLOCK *****
-
-bl_addon_info = {
- 'name': 'Export: Unreal Skeletal Mesh/Animation (.psk & .psa)',
- 'author': 'Darknet',
- 'version': '2.0',
- 'blender': (2, 5, 3),
- 'location': 'File > Export ',
- 'description': 'Export Unreal Engine (.psk & .psa)',
- 'url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/Scripts/File_I-O/Unreal_psk_psa',
- 'category': 'Import/Export'}
-
"""
Name: 'Unreal Skeletal Mesh/Animation (.psk and .psa) Export'
Blender: 250
-Group: 'Export'
+Group: 'Import/Export'
Tooltip: 'Unreal Skeletal Mesh and Animation Export (*.psk, *.psa)'
"""
@@ -95,6 +84,16 @@
MENUPANELBOOL = True
+bl_addon_info = {
+ 'name': 'Export Skeleletal Mesh/Animation Data',
+ 'author': 'Darknet/Optimus_P-Fat/Active_Trash/Sinsoft',
+ 'version': '2.0',
+ 'blender': (2, 5, 3),
+ 'location': 'File > Export > Skeletal Mesh/Animation Data (.psk/.psa)',
+ 'url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \
+ 'Scripts/File_I-O/Unreal_psk_psa',
+ 'category': 'Import/Export'}
+
# REFERENCE MATERIAL JUST IN CASE:
#
# U = x / sqrt(x^2 + y^2 + z^2)
@@ -786,7 +785,7 @@
# RE - Append untransformed vector (for normal calc below)
- # TODO: convert to Blender.mathutils
+ # TODO: convert to Blender.Mathutils
vect_list.append(FVector(vert.co.x, vert.co.y, vert.co.z))
# Transform position for export
@@ -819,7 +818,7 @@
# get normal from blender
no = current_face.normal
- # TODO: convert to Blender.mathutils
+ # TODO: convert to Blender.Mathutils
# convert to FVector
norm = FVector(no[0], no[1], no[2])
@@ -1076,11 +1075,11 @@
# (ie. the same as B*A if A and B are matrices representing
# the rotations described by quaternions a and b)
def grassman(a, b):
- return mathutils.Quaternion((
+ return mathutils.Quaternion(
a.w*b.w - a.x*b.x - a.y*b.y - a.z*b.z,
a.w*b.x + a.x*b.w + a.y*b.z - a.z*b.y,
a.w*b.y - a.x*b.z + a.y*b.w + a.z*b.x,
- a.w*b.z + a.x*b.y - a.y*b.x + a.z*b.w))
+ a.w*b.z + a.x*b.y - a.y*b.x + a.z*b.w)
def parse_animation(blender_scene, blender_armatures, psa_file):
#to do list:
@@ -1094,7 +1093,7 @@
anim_rate = render_data.fps
print("==== Blender Settings ====")
- print ('Scene: %s Start Frame: %i, End Frame: %i' % (blender_scene.name, blender_scene.start_frame, blender_scene.end_frame))
+ print ('Scene: %s Start Frame: %i, End Frame: %i' % (blender_scene.name, blender_scene.frame_start, blender_scene.frame_end))
print ('Frames Per Sec: %i' % anim_rate)
print ("Default FPS: 24" )
@@ -1280,7 +1279,7 @@
selectarmature = []
current_scene = context.scene
- cur_frame = current_scene.current_frame #store current frame before we start walking them during animation parse
+ cur_frame = current_scene.frame_current #store current frame before we start walking them during animation parse
objects = current_scene.objects
print("Checking object count...")
@@ -1440,6 +1439,11 @@
description="Convert Quad to Tri Mesh Boolean...",
default=False)
+bpy.types.Scene.BoolProperty( attr="unrealactionexportall",
+ name="All Actions",
+ description="This let you export all actions from current armature.[Not Build Yet]",
+ default=False)
+
bpy.types.Scene.BoolProperty( attr="unrealexportpsk",
name="bool export psa",
description="bool for exporting this psk format",
@@ -1460,14 +1464,13 @@
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
- # TODO, add props
path = StringProperty(name="File Path", description="File path used for exporting the PSA file", maxlen= 1024, default= "")
use_setting = BoolProperty(name="No Options Yet", description="No Options Yet", default= True)
filename = StringProperty(name="filename", description="", maxlen= 1024, default= "")
directory = StringProperty(name="directory", description="", maxlen= 1024, default= "")
pskexportbool = BoolProperty(name="Export PSK", description="Export Skeletal Mesh", default= True)
psaexportbool = BoolProperty(name="Export PSA", description="Export Action Set (Animation Data)", default= True)
- #fpssettomg = IntProperty(name="FPS", attr="fpsunrealexport",description="", default=24, min=1, max=120, soft_min=1, soft_max=120, step=1, options={'ANIMATABLE'})
+ actionexportall = BoolProperty(name="All Actions", description="This will export all the actions that matches the current armature.", default=False)
def poll(self, context):
return context.active_object != None
@@ -1484,9 +1487,6 @@
else:
bpy.context.scene.unrealexportpsa = False
- #print(">>>>>",dir(self))
- #self.properties.pskexportbool
- #self.layout.prop(context,context.scene.render,"fps")
write_data(self.properties.path, context, self.properties.use_setting)
self.report({'WARNING', 'INFO'}, exportmessage)
@@ -1523,6 +1523,8 @@
#FPS #it use the real data from your scene
layout.prop(rd.render, "fps")
+
+ layout.prop(rd, "unrealactionexportall")
#row = layout.row()
#row.label(text="Action Set(s)(not build)")
#for action in bpy.data.actions:
More information about the Bf-extensions-cvs
mailing list