[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [3268] trunk/py/scripts/addons: update a bit of animation import a bit.

John Phan darkneter at gmail.com
Sun Apr 15 17:55:18 CEST 2012


Revision: 3268
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-extensions&revision=3268
Author:   darknet
Date:     2012-04-15 15:55:18 +0000 (Sun, 15 Apr 2012)
Log Message:
-----------
update a bit of animation import a bit.

Modified Paths:
--------------
    trunk/py/scripts/addons/io_export_unreal_psk_psa.py
    trunk/py/scripts/addons/io_import_scene_unreal_psk.py

Modified: trunk/py/scripts/addons/io_export_unreal_psk_psa.py
===================================================================
--- trunk/py/scripts/addons/io_export_unreal_psk_psa.py	2012-04-14 22:09:40 UTC (rev 3267)
+++ trunk/py/scripts/addons/io_export_unreal_psk_psa.py	2012-04-15 15:55:18 UTC (rev 3268)
@@ -2052,7 +2052,7 @@
                 for i in bpy.context.scene.objects: i.select = False #deselect all objects
                 obj.select = True #set current object select
                 bpy.context.scene.objects.active = obj #set active object
-                for face in obj.data.faces:
+                for face in obj.data.tessfaces:
                     if face.use_smooth == True:
                         face.select = True
                         smoothcount += 1

Modified: trunk/py/scripts/addons/io_import_scene_unreal_psk.py
===================================================================
--- trunk/py/scripts/addons/io_import_scene_unreal_psk.py	2012-04-14 22:09:40 UTC (rev 3267)
+++ trunk/py/scripts/addons/io_import_scene_unreal_psk.py	2012-04-15 15:55:18 UTC (rev 3268)
@@ -20,7 +20,7 @@
     "name": "Import Unreal Skeleton Mesh (.psk)",
     "author": "Darknet",
     "version": (2, 1),
-    "blender": (2, 6, 2),
+    "blender": (2, 6, 3),
     "location": "File > Import > Skeleton Mesh (.psk)",
     "description": "Import Skeleleton Mesh",
     "warning": "",
@@ -74,13 +74,6 @@
 flipyz = False   
 flipuv = True
 
-"""
-def unpack_list(list_of_tuples):
-    l = []
-    for t in list_of_tuples:
-        l.extend(t)
-    return l
-"""	
 #pack read words	
 def word(long): 
    s=''
@@ -154,289 +147,7 @@
         ob.vertex_groups.new(namebone)
     me_ob.update()
     bpy.context.scene.objects.link(ob) 
-def drawmesh4():
-    global DEBUGLOG, plik,vertexes,uvcoord,faceslist,num_faces,facemat,facesmooth,m
-    global vertexes_ids,bonesdata,meshesdata,groups,num_materials,skala,flipyz,flipuv,mat_faceslist
-    global vertices,faces
-    print("CREATING MESH")
-    me_ob = bpy.data.meshes.new('testmesh')
-    print("CREATING BMESH")
-    bm = bmesh.new()   # create an empty BMesh    
-    #print(dir(bm))
-    bm.from_mesh(me_ob)   # fill it in from a Mesh
-        
-    #print("CREATING:")
-    
-    #vertices
-    #print("-VERTICES")
-    #for v_co in vertices:
-        #bm.verts.new(v_co)
-    
-    #faces
-    #print("-FACES")
-    for f_idx in faces:
-        #face idx
-        bm.faces.new([bm.verts[i] for i in f_idx])
-    
-    print("-FACE SMOOTHS")
-    for face in bm.faces:
-        face.smooth = facesmooth[face.index]    
-    
-    bm.to_mesh(me_ob) #write mesh
-    ob = bpy.data.objects.new("TestObject",me_ob) 
-    me_ob.update() #update object
-    bpy.context.scene.objects.link(ob) #link to scene
-    
-    #print(dir(bm))
-    
-    #create vertex group
-    for bone_id in range(len(bonesdata)):
-        bonedata = bonesdata[str(bone_id)]
-        namebone = bonedata[0]#.strip()[-25:]
-        #print("NAME:",namebone)
-        ob.vertex_groups.new(namebone)
-        
-    #print("CREATING > Assign Weights")
-    
-    
-    materialname = "pskmat"
-    psktexname = "psktex"
-    
-    me_ob.uv_textures.new()
-    for matcount in range(1):
-        matdata = bpy.data.materials.new(materialname + str(1))
-        me_ob.materials.append(matdata)
-    
-    
-    print(dir(me_ob))
-    #me_ob.tessface_uv_textures.new(name=psktexname)
-    #me_ob.uv_textures.new(name=psktexname)
-    #me_ob.uv_textures[0].active =True
-    
-    #print((me_ob.uv_textures[0].name))
-    #print(dir(me_ob.uv_textures[0]))
-    #for uv in me_ob.uv_textures:
-        #print(dir(uv.data[0]))
-        
-    """
-    print("NEW TEXTURE")
-    me_ob.uv_textures.new()
-    
-    print("CREATING UV")
-    for uv in me_ob.uv_textures:
-        #print(len(uv.data))
-        for face in bm.faces:
-            print(dir(face.verts[0]))
-            #print(dir(uv.data[face.index].image))
-            #print(dir(uv.data[face.index]))
-    
-    print("CREATING > Vertex Group")
-    """
-    bpy.context.scene.update()
-def drawmesh3():
-    global DEBUGLOG, plik,vertexes,uvcoord,faceslist,num_faces,facemat,facesmooth,m
-    global vertexes_ids,bonesdata,meshesdata,groups,num_materials,skala,flipyz,flipuv,mat_faceslist
-    global vertices,faces
-    print("CREATING MESH")
-    me_ob = bpy.data.meshes.new('testmesh')
-    print("CREATING BMESH")
-    bm = bmesh.new()   # create an empty BMesh    
-    #print(dir(bm))
-    bm.from_mesh(me_ob)   # fill it in from a Mesh
-        
-    print("CREATING:")
-    
-    #vertices
-    print("-VERTICES")
-    for v_co in vertices:
-        bm.verts.new(v_co)
-    
-    #faces
-    print("-FACES")
-    for f_idx in faces:
-        #face idx
-        bm.faces.new([bm.verts[i] for i in f_idx])
-    
-    print("-FACE SMOOTHS")
-    for face in bm.faces:
-        face.smooth = facesmooth[face.index]    
-    
-    bm.to_mesh(me_ob) #write mesh
-    ob = bpy.data.objects.new("TestObject",me_ob) 
-    me_ob.update() #update object
-    bpy.context.scene.objects.link(ob) #link to scene
-    
-    #print(dir(bm))
-    
-    #create vertex group
-    for bone_id in range(len(bonesdata)):
-        bonedata = bonesdata[str(bone_id)]
-        namebone = bonedata[0]#.strip()[-25:]
-        #print("NAME:",namebone)
-        ob.vertex_groups.new(namebone)
-        
-    #print("CREATING > Assign Weights")
-    
-    
-    materialname = "pskmat"
-    psktexname = "psktex"
-    
-    me_ob.uv_textures.new()
-    for matcount in range(1):
-        matdata = bpy.data.materials.new(materialname + str(1))
-        me_ob.materials.append(matdata)
-    
-    
-    print(dir(me_ob))
-    me_ob.tessface_uv_textures.new(name=psktexname)
-    #me_ob.uv_textures.new(name=psktexname)
-    #me_ob.uv_textures[0].active =True
-    
-    #print((me_ob.uv_textures[0].name))
-    #print(dir(me_ob.uv_textures[0]))
-    #for uv in me_ob.uv_textures:
-        #print(dir(uv.data[0]))
-        
-    """
-    print("NEW TEXTURE")
-    me_ob.uv_textures.new()
-    
-    print("CREATING UV")
-    for uv in me_ob.uv_textures:
-        #print(len(uv.data))
-        for face in bm.faces:
-            print(dir(face.verts[0]))
-            #print(dir(uv.data[face.index].image))
-            #print(dir(uv.data[face.index]))
-    
-    print("CREATING > Vertex Group")
-    """
-    bpy.context.scene.update()    
-def drawmesh1():
-    global DEBUGLOG, plik,vertexes,uvcoord,faceslist,num_faces,facemat,facesmooth,m
-    global vertexes_ids,bonesdata,meshesdata,groups,num_materials,skala,flipyz,flipuv,mat_faceslist
-    global vertices,faces
-    print(faces[0])
-    me_ob = bpy.data.meshes.new('testmesh')
-    #obmesh = bpy.data.objects.new('testdata',me_ob)
-    #uvtex = me_ob.uv_textures.new(name="pskuvtexture")
-    #uvtex = me_ob.tessface_uv_textures.new(name="pskuvtexture")
-    
-    #material = bpy.data.materials.new('pskmat')
-    #me_ob.materials.append(material)
-    #uvtex = me_ob.uv_textures.new('pskuvtexture')
-    
-    #create mesh
-    #me_ob.from_pydata(vertexes,[],faceslist)#create the faces and vertices
-	
-    me_ob.vertices.add(len(vertices))
-    me_ob.tessfaces.add(len(faces))
-    me_ob.vertices.foreach_set("co", unpack_list(vertices))
-    me_ob.tessfaces.foreach_set("vertices_raw",unpack_list( faces))
-    
-    
-    
-    #bm = bmesh.new()   # create an empty BMesh    
-    #print(dir(bm))
-    #bm.from_mesh(me_ob)   # fill it in from a Mesh
-    
-    
-    #for v_co in vertices:
-        #bm.verts.new(v_co)
-    #for f_idx in faces:
-        #bm.faces.new([bm.verts[i] for i in f_idx])
-    
-    
-    #bm.to_mesh(me_ob)
-    ob = bpy.data.objects.new("TestObject",me_ob)
-    me_ob.update()
-    bpy.context.scene.objects.link(ob) 
-    
-    #set face smooth list boolean
-    #for face in bm.faces:
-        #face.smooth = facesmooth[face.index]
-    #bm.uv_textures.new()
-    #print(dir(bm))
-    #bm.verts.foreach_set("co", vertices)
-    #bm.faces.add(len(faces))
-    #bm.faces.foreach_set("vertices_raw", faces)
-    
-    #print(dir(me_ob))
-    #print(dir(bm))
-    
-    #print(dir(uvtex.data[0].image))
-    #for countm in range(len(me_ob.uv_textures)):
-        #me_ob.update()
-        #uvtex = me_ob.uv_textures[countm] #add one uv texture
-        #me_ob.update()
-        #for i, face in enumerate(bm.faces):
-            #print(dir(face))
-        
-        
-        
-        
-    #texture
-    #texture = bpy.data.textures.new(name="texture",type='IMAGE')
-    #material
-    #matdata = bpy.data.materials.new(name="pskmat")
-    #mtex = matdata.texture_slots.add()
-    #mtex.texture = texture
-    #mtex.texture_coords = 'UV'
-    #mtex.use_map_color_diffuse = True
-    #mtex.use_map_alpha = True
-    #uvtex = me_ob.uv_textures[0]
-    
-    #print(dir(uvtex.data[0]))
-    #print(dir(uvtex.data[0].image))
-    #print(dir(texture))
-    
-    #for i, face in enumerate(bm.faces):
-        #print(face.material_index)
-        #face.material_index = faceuv[i][1]
-        #blender_tface = uvtex.data[i].image #face
-    """
-    
-    #mesh vertex group #not done
-	#create vertex group
-    for bone_id in range(len(bonesdata)):
-       bonedata = bonesdata[str(bone_id)]
-       namebone = bonedata[0]#.strip()[-25:]
-       obmesh.vertex_groups.new(namebone)
-    #assgin group
-    for m in range(len(groups)):
-            data = groups[m]
-            w = float(data[0])
-            v_id = data[1]
-            gr = data[2]
-            gr = bonenames[gr]
-    
-    #for vgroup in obmesh.vertex_groups:
-        #print(vgroup.name,":",vgroup.index)
-    
-        for vgp in RWghts:
-            #bone index
-            if vgp[1] == vgroup.index:
-                #print(vgp)
-                #[vertex id],weight
-                vgroup.add([vgp[0]], vgp[2], 'ADD')
-    """
-    
-    
-    # Finish up, write the bmesh back to the mesh
-    #bm.to_mesh(me_ob)
-    
-    
-    
-    #print((uvtex.name))
-    #print((uvtex.data))
-    #print(dir(uvtex))
-    #print(dir(uvtex.data[0].image))
-    #print(type(uvtex.data[0].image))
-    
-    
-    
-    #bpy.context.scene.objects.link(obmesh)    
-    bpy.context.scene.update()	
+
 #Create Armature
 def check_armature():
     global DEBUGLOG, plik,vertexes,uvcoord,faceslist,num_faces,facemat,facesmooth,m
@@ -802,6 +513,67 @@
     print ("IMPORTER PSK Blender 2.6 completed")
 #End of def pskimport#########################
 
+def psaimport(filename):
+    global plik,bonesdata,animdata,anim_offset,animation_names

@@ Diff output truncated at 10240 characters. @@


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