[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [1863] trunk/py/scripts/addons/ io_export_unreal_psk_psa.py: fixed export error on export single/all/ select action sets.
John Phan
darkneter at gmail.com
Sun Apr 24 19:09:47 CEST 2011
Revision: 1863
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-extensions&revision=1863
Author: darknet
Date: 2011-04-24 17:09:47 +0000 (Sun, 24 Apr 2011)
Log Message:
-----------
fixed export error on export single/all/select action sets.
Modified Paths:
--------------
trunk/py/scripts/addons/io_export_unreal_psk_psa.py
Modified: trunk/py/scripts/addons/io_export_unreal_psk_psa.py
===================================================================
--- trunk/py/scripts/addons/io_export_unreal_psk_psa.py 2011-04-24 13:03:31 UTC (rev 1862)
+++ trunk/py/scripts/addons/io_export_unreal_psk_psa.py 2011-04-24 17:09:47 UTC (rev 1863)
@@ -18,7 +18,7 @@
bl_info = {
"name": "Export Unreal Engine Format(.psk/.psa)",
"author": "Darknet/Optimus_P-Fat/Active_Trash/Sinsoft/VendorX",
- "version": (2, 2),
+ "version": (2, 3),
"blender": (2, 5, 7),
"api": 36079,
"location": "File > Export > Skeletal Mesh/Animation Data (.psk/.psa)",
@@ -1129,20 +1129,17 @@
cur_frame_index = 0
if (bpy.context.scene.UEActionSetSettings == '1') or (bpy.context.scene.UEActionSetSettings == '2'):
print("Action Set(s) Settings Idx:",bpy.context.scene.UEActionSetSettings)
- print("[==== Action list Start====]")
+ print("[==== Action list ====]")
print("Number of Action set(s):",len(bpy.data.actions))
for action in bpy.data.actions:#current number action sets
- print("========>>>>>")
- print("Action Name:",action.name)
+ print("+Action Name:",action.name)
#print("Groups:")
#for bone in action.groups:
#print("> Name: ",bone.name)
#print(dir(bone))
-
- print("[==== Action list End ====]")
-
+
amatureobject = None #this is the armature set to none
bonenames = [] #bone name of the armature bones list
@@ -1152,11 +1149,10 @@
collection = amatureobject.myCollectionUEA #collection of the object
print("\n[==== Armature Object ====]")
if amatureobject != None:
- print("Name:",amatureobject.name)
- print("Number of bones:", len(amatureobject.pose.bones))
+ print("+Name:",amatureobject.name)
+ print("+Number of bones:", len(amatureobject.pose.bones),"\n")
for bone in amatureobject.pose.bones:
bonenames.append(bone.name)
- print("[=========================]")
for ActionNLA in bpy.data.actions:
FoundAction = True
@@ -1173,7 +1169,7 @@
print("Skipping Action Set!",ActionNLA.name)
print("========================================")
#break
- print("\n==== Action Set ====")
+
nobone = 0
baction = True
#print("\nChecking actions matching groups with bone names...")
@@ -1208,9 +1204,9 @@
print("Armature has no animation, skipping...")
print("======================================")
break
- print("Last Action Name:",arm.animation_data.action.name)
+ #print("Last Action Name:",arm.animation_data.action.name)
arm.animation_data.action = ActionNLA
- print("Set Action Name:",arm.animation_data.action.name)
+ #print("Set Action Name:",arm.animation_data.action.name)
bpy.context.scene.update()
act = arm.animation_data.action
action_name = act.name
@@ -1223,7 +1219,8 @@
#this deal with action export control
if bHaveAction == True:
- print("------------------------------------")
+ #print("------------------------------------")
+ print("[==== Action Set ====]")
print("Action Name:",action_name)
#look for min and max frame that current set keys
framemin, framemax = act.frame_range
@@ -1294,41 +1291,22 @@
head = pose_bone.head
posebonemat = mathutils.Matrix(pose_bone.matrix)
+ #print(dir(posebonemat))
+
#print("quat",posebonemat)
#
# Error looop action get None in matrix
# looping on each armature give invert and normalize for None
#
parent_pose = pose_bone.parent
+
if parent_pose != None:
parentposemat = mathutils.Matrix(parent_pose.matrix)
- #blender 2.4X it been flip around with new 2.50 (mat1 * mat2) should now be (mat2 * mat1)
- #print("posebonemat",posebonemat)
- #print("parentposemat",parentposemat.inverted())
- #print("parentposemat",dir(parentposemat))
- '''
- parentposematinvert = parentposemat.invert()
- if parentposematinvert == None:
- posebonemat = parentposemat.inverted() * posebonemat
- else:
- posebonemat = parentposemat.invert() * posebonemat
- '''
- posebonemat = parentposemat.invert() * posebonemat
+ posebonemat = parentposemat.inverted() * posebonemat
head = posebonemat.to_translation()
- quat = posebonemat.to_quaternion().normalize()
- #print("to_quaternion:",posebonemat.to_quaternion())
- quat2 = mathutils.Quaternion(posebonemat.to_quaternion())
- #print("to_quaternion2:",dir(quat2))
- #if quat == None:
- #quat = posebonemat.to_quaternion().normalized()
-
-
- #print("quat",(posebonemat.to_quaternion().normalized()))
- #print("quat",dir(posebonemat.to_quaternion().normalized()))
- #print("pose_bone name:",pose_bone.name)
- #print("head",head)
- #print("quat",quat)
+ quat = posebonemat.to_quaternion().normalized()
+
vkey = VQuatAnimKey()
vkey.Position.X = head.x
vkey.Position.Y = head.y
@@ -1362,6 +1340,12 @@
anim.TrackTime = float(frame_count) / anim.AnimRate
print("Time Track Frame:",anim.TrackTime)
psa_file.AddAnimation(anim)
+ print("------------------------------------\n")
+ else:
+ print("[==== Action Set ====]")
+ print("Action Name:",ActionNLA.name)
+ print("Action set Skip!")
+ print("------------------------------------\n")
print("==== Finish Action Build(s) ====")
else:
print("[==== Action Set Single Export====]")
@@ -1470,12 +1454,8 @@
parentposemat = mathutils.Matrix(parent_pose.matrix)
#blender 2.4X it been flip around with new 2.50 (mat1 * mat2) should now be (mat2 * mat1)
posebonemat = parentposemat.inverted() * posebonemat
- #print("parentposemat ::::",parentposemat)
- #print("parentposemat ::::",dir(posebonemat.to_quaternion()))
head = posebonemat.to_translation()
quat = posebonemat.to_quaternion().normalized()
- #print("position :",posebonemat.to_translation(),"quat",posebonemat.to_quaternion().normalized())
- #print("posebonemat",posebonemat)
vkey = VQuatAnimKey()
vkey.Position.X = head.x
vkey.Position.Y = head.y
@@ -1919,9 +1899,9 @@
bpy.context.scene.unrealexportpsa = False
if (self.actionexportall):
- bpy.context.scene.unrealactionexportall = True
+ bpy.context.scene.UEActionSetSettings = '1'#export one action set
else:
- bpy.context.scene.unrealactionexportall = False
+ bpy.context.scene.UEActionSetSettings = '0'#export all action sets
write_data(self.filepath, context)
@@ -2013,7 +1993,6 @@
__doc__ = "Show or Hide Console."
def invoke(self, context, event):
- print("Init Export Script:")
bpy.ops.wm.console_toggle()
return{'FINISHED'}
@@ -2060,7 +2039,7 @@
class OBJECT_OT_UTRebuildArmature(bpy.types.Operator):
bl_idname = "object.utrebuildarmature" # XXX, name???
bl_label = "Rebuild Armature"
- __doc__ = """If mesh is deform when importing to unreal engine try this. It rebuild the bones one at the time by select one armature object scrape to raw setup build."""
+ __doc__ = """If mesh is deform when importing to unreal engine try this. It rebuild the bones one at the time by select one armature object scrape to raw setup build. Note the scale will be 1:1 for object mode. To keep from deforming."""
def invoke(self, context, event):
print("----------------------------------------")
@@ -2131,7 +2110,7 @@
class OBJECT_OT_UTRebuildMesh(bpy.types.Operator):
bl_idname = "object.utrebuildmesh" # XXX, name???
bl_label = "Rebuild Mesh"
- __doc__ = """It rebuild the mesh from scrape from the selected mesh object."""
+ __doc__ = """It rebuild the mesh from scrape from the selected mesh object. Note the scale will be 1:1 for object mode. To keep from deforming."""
def invoke(self, context, event):
print("----------------------------------------")
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