{"nwo":"Befzz\/blender3d_import_psk_psa","sha":"47f1418aef7642f300e0fccbe3c96654ab275a52","path":"addons\/io_import_scene_unreal_psa_psk_270.py","language":"python","identifier":"util_is_header_valid","parameters":"(filename, file_ext, chunk_id, error_callback)","argument_list":"","return_statement":"return True","docstring":"Return True if chunk_id is a valid psk\/psa (file_ext) 'magick number'.","docstring_summary":"Return True if chunk_id is a valid psk\/psa (file_ext) 'magick number'.","docstring_tokens":["Return","True","if","chunk_id","is","a","valid","psk","\/","psa","(","file_ext",")","magick","number","."],"function":"def util_is_header_valid(filename, file_ext, chunk_id, error_callback):\n '''Return True if chunk_id is a valid psk\/psa (file_ext) 'magick number'.'''\n if chunk_id != PSKPSA_FILE_HEADER[file_ext]:\n error_callback(\n \"File %s is not a %s file. (header mismach)\\nExpected: %s \\nPresent %s\" % ( \n filename, file_ext,\n PSKPSA_FILE_HEADER[file_ext], chunk_id)\n ) \n return False\n return True","function_tokens":["def","util_is_header_valid","(","filename",",","file_ext",",","chunk_id",",","error_callback",")",":","if","chunk_id","!=","PSKPSA_FILE_HEADER","[","file_ext","]",":","error_callback","(","\"File %s is not a %s file. (header mismach)\\nExpected: %s \\nPresent %s\"","%","(","filename",",","file_ext",",","PSKPSA_FILE_HEADER","[","file_ext","]",",","chunk_id",")",")","return","False","return","True"],"url":"https:\/\/github.com\/Befzz\/blender3d_import_psk_psa\/blob\/47f1418aef7642f300e0fccbe3c96654ab275a52\/addons\/io_import_scene_unreal_psa_psk_270.py#L162-L171"} {"nwo":"Befzz\/blender3d_import_psk_psa","sha":"47f1418aef7642f300e0fccbe3c96654ab275a52","path":"addons\/io_import_scene_unreal_psa_psk_270.py","language":"python","identifier":"util_gen_name_part","parameters":"(filepath)","argument_list":"","return_statement":"return re.match(r'.*[\/\\\\]([^\/\\\\]+?)(\\..{2,5})?$', filepath).group(1)","docstring":"Return file name without extension","docstring_summary":"Return file name without extension","docstring_tokens":["Return","file","name","without","extension"],"function":"def util_gen_name_part(filepath):\n '''Return file name without extension'''\n return re.match(r'.*[\/\\\\]([^\/\\\\]+?)(\\..{2,5})?$', filepath).group(1)","function_tokens":["def","util_gen_name_part","(","filepath",")",":","return","re",".","match","(","r'.*[\/\\\\]([^\/\\\\]+?)(\\..{2,5})?$'",",","filepath",")",".","group","(","1",")"],"url":"https:\/\/github.com\/Befzz\/blender3d_import_psk_psa\/blob\/47f1418aef7642f300e0fccbe3c96654ab275a52\/addons\/io_import_scene_unreal_psa_psk_270.py#L174-L176"} {"nwo":"Befzz\/blender3d_import_psk_psa","sha":"47f1418aef7642f300e0fccbe3c96654ab275a52","path":"addons\/io_import_scene_unreal_psa_psk_270.py","language":"python","identifier":"vec_to_axis_vec","parameters":"(vec_in, vec_out)","argument_list":"","return_statement":"","docstring":"Make **vec_out** to be an axis-aligned unit vector that is closest to vec_in. (basis?)","docstring_summary":"Make **vec_out** to be an axis-aligned unit vector that is closest to vec_in. (basis?)","docstring_tokens":["Make","**","vec_out","**","to","be","an","axis","-","aligned","unit","vector","that","is","closest","to","vec_in",".","(","basis?",")"],"function":"def vec_to_axis_vec(vec_in, vec_out):\n '''Make **vec_out** to be an axis-aligned unit vector that is closest to vec_in. (basis?)'''\n x, y, z = vec_in\n if abs(x) > abs(y):\n if abs(x) > abs(z):\n vec_out.x = 1 if x >= 0 else -1\n else:\n vec_out.z = 1 if z >= 0 else -1\n else:\n if abs(y) > abs(z):\n vec_out.y = 1 if y >= 0 else -1\n else:\n vec_out.z = 1 if z >= 0 else -1","function_tokens":["def","vec_to_axis_vec","(","vec_in",",","vec_out",")",":","x",",","y",",","z","=","vec_in","if","abs","(","x",")",">","abs","(","y",")",":","if","abs","(","x",")",">","abs","(","z",")",":","vec_out",".","x","=","1","if","x",">=","0","else","-","1","else",":","vec_out",".","z","=","1","if","z",">=","0","else","-","1","else",":","if","abs","(","y",")",">","abs","(","z",")",":","vec_out",".","y","=","1","if","y",">=","0","else","-","1","else",":","vec_out",".","z","=","1","if","z",">=","0","else","-","1"],"url":"https:\/\/github.com\/Befzz\/blender3d_import_psk_psa\/blob\/47f1418aef7642f300e0fccbe3c96654ab275a52\/addons\/io_import_scene_unreal_psa_psk_270.py#L179-L191"} {"nwo":"Befzz\/blender3d_import_psk_psa","sha":"47f1418aef7642f300e0fccbe3c96654ab275a52","path":"addons\/io_import_scene_unreal_psa_psk_270.py","language":"python","identifier":"pskimport","parameters":"(filepath,\n context = bpy.context,\n bImportmesh = True,\n bImportbone = True,\n bSpltiUVdata = False,\n fBonesize = 5.0,\n fBonesizeRatio = 0.6,\n bDontInvertRoot = False,\n bReorientBones = False,\n bReorientDirectly = False,\n error_callback = None)","argument_list":"","return_statement":"return True","docstring":"Import mesh and skeleton from .psk\/.pskx files\n \n Args:\n bReorientBones:\n Axis based bone orientation to children\n \n error_callback:\n Called when importing is failed.\n \n __name__('?', error_callback = lambda msg: print('reason:',msg)","docstring_summary":"Import mesh and skeleton from .psk\/.pskx files\n \n Args:\n bReorientBones:\n Axis based bone orientation to children\n \n error_callback:\n Called when importing is failed.\n \n __name__('?', error_callback = lambda msg: print('reason:',msg)","docstring_tokens":["Import","mesh","and","skeleton","from",".","psk","\/",".","pskx","files","Args",":","bReorientBones",":","Axis","based","bone","orientation","to","children","error_callback",":","Called","when","importing","is","failed",".","__name__","(","?","error_callback","=","lambda","msg",":","print","(","reason",":","msg",")"],"function":"def pskimport(filepath,\n context = bpy.context,\n bImportmesh = True,\n bImportbone = True,\n bSpltiUVdata = False,\n fBonesize = 5.0,\n fBonesizeRatio = 0.6,\n bDontInvertRoot = False,\n bReorientBones = False,\n bReorientDirectly = False,\n error_callback = None):\n '''\n Import mesh and skeleton from .psk\/.pskx files\n \n Args:\n bReorientBones:\n Axis based bone orientation to children\n \n error_callback:\n Called when importing is failed.\n \n __name__('?', error_callback = lambda msg: print('reason:',msg)\n \n '''\n if not hasattr( error_callback, '__call__'):\n error_callback = __pass\n \n # ref_time = time.process_time()\n if not bImportbone and not bImportmesh:\n error_callback(\"Nothing to do.\\nSet something for import.\")\n return False\n file_ext = 'psk'\n \n print (\"-----------------------------------------------\")\n print (\"---------EXECUTING PSK PYTHON IMPORTER---------\")\n print (\"-----------------------------------------------\")\n\n #file may not exist\n try:\n file = open(filepath,'rb')\n except IOError:\n error_callback('Error while opening file for reading:\\n \"'+filepath+'\"')\n return False\n\n if not util_check_file_header(file, 'psk'):\n error_callback('Not psk file:\\n \"'+filepath+'\"')\n return False\n \n Vertices = None\n Wedges = None\n Faces = None\n UV_by_face = None\n Materials = None\n Bones = None\n Weights = None\n Extrauvs = []\n Normals = None\n \n #================================================================================================== \n # Materials MaterialNameRaw | TextureIndex | PolyFlags | AuxMaterial | AuxFlags | LodBias | LodStyle \n # Only Name is usable.\n def read_materials():\n \n nonlocal Materials\n \n Materials = []\n \n for counter in range(chunk_datacount):\n\n (MaterialNameRaw,) = unpack_from('64s24x', chunk_data, chunk_datasize * counter)\n \n Materials.append( util_bytes_to_str( MaterialNameRaw ) )\n \n \n #================================================================================================== \n # Faces WdgIdx1 | WdgIdx2 | WdgIdx3 | MatIdx | AuxMatIdx | SmthGrp\n def read_faces():\n nonlocal Faces, UV_by_face\n \n if not bImportmesh:\n return True\n \n UV_by_face = [None] * chunk_datacount\n Faces = [None] * chunk_datacount\n \n if len(Wedges) > 65536:\n unpack_format = '=IIIBBI'\n else:\n unpack_format = '=HHHBBI'\n \n unpack_data = Struct(unpack_format).unpack_from\n \n for counter in range(chunk_datacount):\n (WdgIdx1, WdgIdx2, WdgIdx3,\n MatIndex, \n AuxMatIndex, #unused\n SmoothingGroup # Umodel is not exporting SmoothingGroups\n ) = unpack_data(chunk_data, counter * chunk_datasize)\n \n # looks ugly\n # Wedges is (point_index, u, v, MatIdx)\n ((vertid0, u0, v0, matid0), (vertid1, u1, v1, matid1), (vertid2, u2, v2, matid2)) = Wedges[WdgIdx1], Wedges[WdgIdx2], Wedges[WdgIdx3]\n \n # note order: C,B,A\n Faces[counter] = (vertid2, vertid1, vertid0)\n \n uv = ( ( u2, 1.0 - v2 ), ( u1, 1.0 - v1 ), ( u0, 1.0 - v0 ) )\n \n # Mapping: FaceIndex <=> UV data <=> FaceMatIndex\n UV_by_face[counter] = (uv, MatIndex, (matid2, matid1, matid0))\n \n \n #==================================================================================================\n # Vertices X | Y | Z\n def read_vertices():\n nonlocal bImportbone, bImportmesh\n \n if not bImportmesh:\n return True\n \n nonlocal Vertices\n \n Vertices = [None] * chunk_datacount\n \n unpack_data = Struct('3f').unpack_from\n \n for counter in range( chunk_datacount ):\n (vec_x, vec_y, vec_z) = unpack_data(chunk_data, counter * chunk_datasize)\n Vertices[counter] = (vec_x, vec_y, vec_z)\n \n \n #================================================================================================== \n # Wedges (UV) VertexId | U | V | MatIdx \n def read_wedges():\n \n nonlocal bImportbone, bImportmesh\n if not bImportmesh:\n return True\n \n nonlocal Wedges\n \n Wedges = [None] * chunk_datacount\n \n unpack_data = Struct('=IffBxxx').unpack_from\n \n for counter in range( chunk_datacount ):\n (vertex_id,\n u, v,\n material_index) = unpack_data( chunk_data, counter * chunk_datasize )\n \n # print(vertex_id, u, v, material_index)\n # Wedges[counter] = (vertex_id, u, v, material_index)\n Wedges[counter] = [vertex_id, u, v, material_index]\n \n #================================================================================================== \n # Bones (VBone .. VJointPos ) Name|Flgs|NumChld|PrntIdx|Qw|Qx|Qy|Qz|LocX|LocY|LocZ|Lngth|XSize|YSize|ZSize\n def read_bones():\n \n nonlocal Bones, bImportbone\n \n if chunk_datacount == 0:\n bImportbone = False\n \n if bImportbone:\n unpack_data = Struct('64s3i11f').unpack_from\n else:\n unpack_data = Struct('64s56x').unpack_from\n \n Bones = [None] * chunk_datacount\n \n for counter in range( chunk_datacount ):\n Bones[counter] = unpack_data( chunk_data, chunk_datasize * counter)\n \n \n #================================================================================================== \n # Influences (Bone Weight) (VRawBoneInfluence) ( Weight | PntIdx | BoneIdx)\n def read_weights():\n # nonlocal Weights, bImportmesh\n nonlocal Weights\n \n if not bImportmesh:\n return True\n \n Weights = [None] * chunk_datacount\n \n unpack_data = Struct('fii').unpack_from\n \n for counter in range(chunk_datacount):\n Weights[counter] = unpack_data(chunk_data, chunk_datasize * counter)\n \n \n #================================================================================================== \n # Extra UV. U | V\n def read_extrauvs():\n unpack_data = Struct(\"=2f\").unpack_from\n \n uvdata = [None] * chunk_datacount\n \n for counter in range( chunk_datacount ):\n uvdata[counter] = unpack_data(chunk_data, chunk_datasize * counter) \n \n Extrauvs.append(uvdata)\n\n #==================================================================================================\n # Vertex Normals NX | NY | NZ\n def read_normals():\n if not bImportmesh:\n return True\n\n nonlocal Normals\n Normals = [None] * chunk_datacount\n\n unpack_data = Struct('3f').unpack_from\n\n for counter in range(chunk_datacount):\n Normals[counter] = unpack_data(chunk_data, counter * chunk_datasize)\n \n \n CHUNKS_HANDLERS = {\n 'PNTS0000': read_vertices,\n 'VTXW0000': read_wedges,\n 'VTXW3200': read_wedges,#?\n 'FACE0000': read_faces,\n 'FACE3200': read_faces,\n 'MATT0000': read_materials,\n 'REFSKELT': read_bones,\n 'REFSKEL0': read_bones, #?\n 'RAWW0000': read_weights,\n 'RAWWEIGH': read_weights,\n 'EXTRAUVS': read_extrauvs,\n 'VTXNORMS': read_normals\n }\n \n #===================================================================================================\n # File. Read all needed data.\n # VChunkHeader Struct\n # ChunkID|TypeFlag|DataSize|DataCount\n # 0 |1 |2 |3\n \n while True:\n \n header_bytes = file.read(32)\n \n if len(header_bytes) < 32:\n \n if len(header_bytes) != 0:\n error_callback(\"Unexpected end of file.(%s\/32 bytes)\" % len(header_bytes))\n break\n \n (chunk_id, chunk_type, chunk_datasize, chunk_datacount) = unpack('20s3i', header_bytes)\n \n chunk_id_str = util_bytes_to_str(chunk_id)\n chunk_id_str = chunk_id_str[:8]\n \n if chunk_id_str in CHUNKS_HANDLERS:\n \n chunk_data = file.read( chunk_datasize * chunk_datacount)\n \n if len(chunk_data) < chunk_datasize * chunk_datacount:\n error_callback('Psk chunk %s is broken.' % chunk_id_str)\n return False\n \n CHUNKS_HANDLERS[chunk_id_str]()\n \n else:\n \n print('Unknown chunk: ', chunk_id_str)\n file.seek(chunk_datasize * chunk_datacount, 1)\n \n \n # print(chunk_id_str, chunk_datacount)\n \n file.close()\n \n print(\" Importing file:\", filepath)\n \n if not bImportmesh and (Bones is None or len(Bones) == 0):\n error_callback(\"Psk: no skeleton data.\")\n return False\n\n MAX_UVS = 8\n NAME_UV_PREFIX = \"UV\"\n \n # file name w\/out extension\n gen_name_part = util_gen_name_part(filepath)\n gen_names = {\n 'armature_object': gen_name_part + '.ao',\n 'armature_data': gen_name_part + '.ad',\n 'mesh_object': gen_name_part + '.mo',\n 'mesh_data': gen_name_part + '.md'\n }\n \n if bImportmesh:\n mesh_data = bpy.data.meshes.new(gen_names['mesh_data'])\n mesh_obj = bpy.data.objects.new(gen_names['mesh_object'], mesh_data)\n \n \n #==================================================================================================\n # UV. Prepare\n if bImportmesh:\n if bSpltiUVdata:\n # store how much each \"matrial index\" have vertices\n \n uv_mat_ids = {}\n \n for (_, _, _, material_index) in Wedges:\n \n if not (material_index in uv_mat_ids):\n uv_mat_ids[material_index] = 1\n else:\n uv_mat_ids[material_index] += 1\n \n \n # if we have more UV material indexes than blender UV maps, then...\n if bSpltiUVdata and len(uv_mat_ids) > MAX_UVS :\n \n uv_mat_ids_len = len(uv_mat_ids)\n \n print('UVs: %s out of %s is combined in a first UV map(%s0)' % (uv_mat_ids_len - 8, uv_mat_ids_len, NAME_UV_PREFIX))\n \n mat_idx_proxy = [0] * len(uv_mat_ids)\n \n counts_sorted = sorted(uv_mat_ids.values(), reverse = True)\n \n new_mat_index = MAX_UVS - 1\n \n for c in counts_sorted:\n for mat_idx, counts in uv_mat_ids.items():\n if c == counts:\n mat_idx_proxy[mat_idx] = new_mat_index\n if new_mat_index > 0:\n new_mat_index -= 1\n # print('MatIdx remap: %s > %s' % (mat_idx,new_mat_index))\n \n for i in range(len(Wedges)):\n Wedges[i][3] = mat_idx_proxy[Wedges[i][3]]\n\n # print('Wedges:', chunk_datacount)\n # print('uv_mat_ids', uv_mat_ids)\n # print('uv_mat_ids', uv_mat_ids)\n # for w in Wedges:\n \n if bImportmesh:\n # print(\"-- Materials -- (index, name, faces)\")\n blen_materials = []\n for materialname in Materials:\n matdata = bpy.data.materials.get(materialname)\n \n if matdata is None:\n matdata = bpy.data.materials.new( materialname )\n # matdata = bpy.data.materials.new( materialname )\n \n blen_materials.append( matdata )\n mesh_data.materials.append( matdata )\n # print(counter,materialname,TextureIndex)\n # if mat_groups.get(counter) is not None:\n # print(\"%i: %s\" % (counter, materialname), len(mat_groups[counter]))\n\n #==================================================================================================\n # Prepare bone data\n psk_bone_name_toolong = False\n\n def init_psk_bone(i, psk_bones, name_raw):\n psk_bone = class_psk_bone()\n psk_bone.children = []\n psk_bone.name = util_bytes_to_str(name_raw)\n psk_bones[i] = psk_bone\n return psk_bone\n \n # indexed by bone index. array of psk_bone\n psk_bones = [None] * len(Bones)\n \n if not bImportbone: #data needed for mesh-only import\n \n for counter,(name_raw,) in enumerate(Bones):\n init_psk_bone(counter, psk_bones, name_raw)\n \n if bImportbone: #else?\n \n # average bone length\n sum_bone_pos = 0\n \n for counter, (name_raw, flags, NumChildren, ParentIndex, #0 1 2 3\n quat_x, quat_y, quat_z, quat_w, #4 5 6 7\n vec_x, vec_y, vec_z, #8 9 10\n joint_length, #11\n scale_x, scale_y, scale_z) in enumerate(Bones):\n \n psk_bone = init_psk_bone(counter, psk_bones, name_raw)\n \n psk_bone.bone_index = counter\n psk_bone.parent_index = ParentIndex\n\n if len(psk_bone.name) > 60:\n psk_bone_name_toolong = True\n\n # print(psk_bone.bone_index, psk_bone.parent_index, psk_bone.name) \n # make sure we have valid parent_index\n if psk_bone.parent_index < 0:\n psk_bone.parent_index = 0\n\n # psk_bone.scale = (scale_x, scale_y, scale_z)\n\n # store bind pose to make it available for psa-import via CustomProperty of the Blender bone\n psk_bone.orig_quat = Quaternion((quat_w, quat_x, quat_y, quat_z))\n psk_bone.orig_loc = Vector((vec_x, vec_y, vec_z))\n\n # root bone must have parent_index = 0 and selfindex = 0\n if psk_bone.parent_index == 0 and psk_bone.bone_index == psk_bone.parent_index:\n if bDontInvertRoot:\n psk_bone.mat_world_rot = psk_bone.orig_quat.to_matrix()\n else:\n psk_bone.mat_world_rot = psk_bone.orig_quat.conjugated().to_matrix()\n psk_bone.mat_world = Matrix.Translation(psk_bone.orig_loc)\n\n sum_bone_pos += psk_bone.orig_loc.length\n \n \n #==================================================================================================\n # Bones. Calc World-space matrix\n \n # TODO optimize math.\n for psk_bone in psk_bones:\n \n if psk_bone.parent_index == 0:\n if psk_bone.bone_index == 0:\n psk_bone.parent = None\n continue\n \n parent = psk_bones[psk_bone.parent_index]\n \n psk_bone.parent = parent\n \n parent.children.append(psk_bone)\n \n # mat_world - world space bone matrix WITHOUT own rotation\n # mat_world_rot - world space bone rotation WITH own rotation\n psk_bone.mat_world = parent.mat_world_rot.to_4x4()\n psk_bone.mat_world.translation = parent.mat_world.translation + parent.mat_world_rot * psk_bone.orig_loc\n psk_bone.mat_world_rot = parent.mat_world_rot * psk_bone.orig_quat.conjugated().to_matrix()\n \n # psk_bone.mat_world = ( parent.mat_world_rot.to_4x4() * psk_bone.trans)\n # psk_bone.mat_world.translation += parent.mat_world.translation\n # psk_bone.mat_world_rot = parent.mat_world_rot * psk_bone.orig_quat.conjugated().to_matrix()\n \n \n #==================================================================================================\n # Skeleton. Prepare.\n \n armature_data = bpy.data.armatures.new(gen_names['armature_data'])\n armature_obj = bpy.data.objects.new(gen_names['armature_object'], armature_data)\n # TODO: options for axes and x_ray?\n armature_data.show_axes = False\n armature_data.draw_type = 'STICK'\n armature_obj.show_x_ray = True\n\n util_obj_link(context, armature_obj)\n\n util_select_all(False)\n util_obj_select(context, armature_obj)\n util_obj_set_active(context, armature_obj)\n \n utils_set_mode('EDIT')\n \n \n sum_bone_pos \/= len(Bones) # average\n sum_bone_pos *= fBonesizeRatio # corrected\n \n bone_size_choosen = max(0.01, round((min(sum_bone_pos, fBonesize))))\n\n if not bReorientBones:\n new_bone_size = bone_size_choosen\n #==================================================================================================\n # Skeleton. Build.\n if psk_bone_name_toolong:\n for psk_bone in psk_bones:\n\n\n # TODO too long name cutting options?\n long_name = psk_bone.name\n psk_bone.name = psk_bone.name[-60:]\n\n edit_bone = armature_obj.data.edit_bones.new(psk_bone.name)\n edit_bone[\"long_name\"] = long_name\n\n psk_bone.name = edit_bone.name\n\n # print(psk_bone.name)\n # print(edit_bone.name)\n else:\n for psk_bone in psk_bones:\n edit_bone = armature_obj.data.edit_bones.new(psk_bone.name)\n psk_bone.name = edit_bone.name\n\n\n for psk_bone in psk_bones:\n edit_bone = armature_obj.data.edit_bones[psk_bone.name]\n\n armature_obj.data.edit_bones.active = edit_bone\n\n if psk_bone.parent is not None:\n edit_bone.parent = armature_obj.data.edit_bones[psk_bone.parent.name]\n else:\n if bDontInvertRoot:\n psk_bone.orig_quat.conjugate()\n \n if bReorientBones:\n (new_bone_size, quat_orient_diff) = calc_bone_rotation(psk_bone, bone_size_choosen, bReorientDirectly, sum_bone_pos)\n post_quat = psk_bone.orig_quat.conjugated() * quat_orient_diff\n else:\n post_quat = psk_bone.orig_quat.conjugated()\n \n # only length of this vector is matter?\n edit_bone.tail = Vector(( 0.0, new_bone_size, 0.0))\n # edit_bone.tail = Vector((0.0, 0.0, new_bone_size))\n \n # edit_bone.matrix = psk_bone.mat_world * quat_diff.to_matrix().to_4x4()\n edit_bone.matrix = psk_bone.mat_world * post_quat.to_matrix().to_4x4()\n \n \n # some dev code...\n #### FINAL\n # post_quat = psk_bone.orig_quat.conjugated() * quat_diff\n # edit_bone.matrix = psk_bone.mat_world * test_quat.to_matrix().to_4x4()\n # edit_bone[\"post_quat\"] = test_quat\n #### \n\n # edit_bone[\"post_quat\"] = Quaternion((1,0,0,0))\n # edit_bone.matrix = psk_bone.mat_world* psk_bone.rot\n \n\n # if edit_bone.parent:\n # edit_bone.matrix = edit_bone.parent.matrix * psk_bone.trans * (psk_bone.orig_quat.conjugated().to_matrix().to_4x4())\n # edit_bone.matrix = edit_bone.parent.matrix * psk_bone.trans * (test_quat.to_matrix().to_4x4())\n # else:\n # edit_bone.matrix = psk_bone.orig_quat.to_matrix().to_4x4()\n \n \n # save bindPose information for .psa import\n edit_bone[\"orig_quat\"] = psk_bone.orig_quat\n edit_bone[\"orig_loc\"] = psk_bone.orig_loc\n edit_bone[\"post_quat\"] = post_quat\n \n utils_set_mode('OBJECT')\n \n #==================================================================================================\n # Weights\n if bImportmesh: \n \n vertices_total = len(Vertices)\n \n for ( _, PointIndex, BoneIndex ) in Weights:\n if PointIndex < vertices_total: # can it be not?\n psk_bones[BoneIndex].have_weight_data = True\n # else:\n # print(psk_bones[BoneIndex].name, 'for other mesh',PointIndex ,vertices_total)\n \n #print(\"weight:\", PointIndex, BoneIndex, Weight)\n # Weights.append(None)\n # print(Weights.count(None))\n \n \n # Original vertex colorization code\n '''\n # Weights.sort( key = lambda wgh: wgh[0])\n if bImportmesh:\n VtxCol = []\n bones_count = len(psk_bones)\n for x in range(bones_count):\n #change the overall darkness of each material in a range between 0.1 and 0.9\n tmpVal = ((float(x) + 1.0) \/ bones_count * 0.7) + 0.1\n tmpVal = int(tmpVal * 256)\n tmpCol = [tmpVal, tmpVal, tmpVal, 0]\n #Change the color of each material slightly\n if x % 3 == 0:\n if tmpCol[0] < 128:\n tmpCol[0] += 60\n else:\n tmpCol[0] -= 60\n if x % 3 == 1:\n if tmpCol[1] < 128:\n tmpCol[1] += 60\n else:\n tmpCol[1] -= 60\n if x % 3 == 2:\n if tmpCol[2] < 128:\n tmpCol[2] += 60\n else:\n tmpCol[2] -= 60\n #Add the material to the mesh\n VtxCol.append(tmpCol)\n \n for x in range(len(Tmsh.faces)):\n for y in range(len(Tmsh.faces[x].v)):\n #find v in Weights[n][0]\n findVal = Tmsh.faces[x].v[y].index\n n = 0\n while findVal != Weights[n][0]:\n n = n + 1\n TmpCol = VtxCol[Weights[n][1]]\n #check if a vertex has more than one influence\n if n != len(Weights) - 1:\n if Weights[n][0] == Weights[n + 1][0]:\n #if there is more than one influence, use the one with the greater influence\n #for simplicity only 2 influences are checked, 2nd and 3rd influences are usually very small\n if Weights[n][2] < Weights[n + 1][2]:\n TmpCol = VtxCol[Weights[n + 1][1]]\n Tmsh.faces[x].col.append(NMesh.Col(TmpCol[0], TmpCol[1], TmpCol[2], 0))\n '''\n\n #===================================================================================================\n # UV. Setup.\n \n if bImportmesh:\n # Trick! Create UV maps BEFORE mesh and get (0,0) coordinates for free!\n # ...otherwise UV coords will be copied from active, or calculated from mesh...\n \n if bSpltiUVdata:\n \n for i in range(len(uv_mat_ids)):\n get_uv_layers(mesh_data).new(name = NAME_UV_PREFIX + str(i))\n \n else:\n \n get_uv_layers(mesh_data).new(name = NAME_UV_PREFIX+\"_SINGLE\")\n \n \n for counter, uv_data in enumerate(Extrauvs):\n \n if len(mesh_data.uv_layers) < MAX_UVS:\n \n get_uv_layers(mesh_data).new(name = \"EXTRAUVS\"+str(counter))\n \n else:\n \n Extrauvs.remove(uv_data)\n print('Extra UV layer %s is ignored. Re-import without \"Split UV data\".' % counter)\n \n #================================================================================================== \n # Mesh. Build.\n \n mesh_data.from_pydata(Vertices,[],Faces)\n\n #==================================================================================================\n # Vertex Normal. Set.\n\n if Normals is not None:\n mesh_data.polygons.foreach_set(\"use_smooth\", [True] * len(mesh_data.polygons))\n mesh_data.normals_split_custom_set_from_vertices(Normals)\n mesh_data.use_auto_smooth = True\n \n #===================================================================================================\n # UV. Set.\n \n if bImportmesh:\n\n for face in mesh_data.polygons:\n face.material_index = UV_by_face[face.index][1]\n\n uv_layers = mesh_data.uv_layers\n \n if not bSpltiUVdata:\n uvLayer = uv_layers[0]\n \n # per face\n # for faceIdx, (faceUVs, faceMatIdx, _, _, wmidx) in enumerate(UV_by_face):\n for faceIdx, (faceUVs, faceMatIdx, WedgeMatIds) in enumerate(UV_by_face):\n \n # per vertex\n for vertN, uv in enumerate(faceUVs):\n loopId = faceIdx * 3 + vertN\n \n if bSpltiUVdata:\n uvLayer = uv_layers[WedgeMatIds[vertN]]\n \n uvLayer.data[loopId].uv = uv\n\n #===================================================================================================\n # Extra UVs. Set.\n \n for counter, uv_data in enumerate(Extrauvs):\n \n uvLayer = mesh_data.uv_layers[ counter - len(Extrauvs) ]\n \n for uv_index, uv_coords in enumerate(uv_data):\n \n uvLayer.data[uv_index].uv = (uv_coords[0], 1.0 - uv_coords[1])\n \n #===================================================================================================\n # Mesh. Vertex Groups. Bone Weights.\n \n for psk_bone in psk_bones:\n if psk_bone.have_weight_data:\n psk_bone.vertex_group = mesh_obj.vertex_groups.new(psk_bone.name)\n # else:\n # print(psk_bone.name, 'have no influence on this mesh')\n \n for weight, vertex_id, bone_index_w in filter(None, Weights):\n psk_bones[bone_index_w].vertex_group.add((vertex_id,), weight, 'ADD')\n \n \n #===================================================================================================\n # Skeleton. Colorize.\n \n if bImportbone:\n \n bone_group_unused = armature_obj.pose.bone_groups.new(\"Unused bones\")\n bone_group_unused.color_set = 'THEME14'\n\n bone_group_nochild = armature_obj.pose.bone_groups.new(\"No children\")\n bone_group_nochild.color_set = 'THEME03'\n\n armature_data.show_group_colors = True\n\n for psk_bone in psk_bones:\n \n pose_bone = armature_obj.pose.bones[psk_bone.name]\n \n if psk_bone.have_weight_data:\n \n if len(psk_bone.children) == 0:\n pose_bone.bone_group = bone_group_nochild\n \n else:\n pose_bone.bone_group = bone_group_unused\n \n \n #===================================================================================================\n # Final\n \n if bImportmesh:\n \n util_obj_link(context, mesh_obj)\n util_select_all(False)\n \n \n if not bImportbone: \n \n util_obj_select(context, mesh_obj)\n util_obj_set_active(context, mesh_obj)\n \n else:\n # select_all(False)\n util_obj_select(context, armature_obj)\n \n # parenting mesh to armature object\n 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print(\"Done: %f sec.\" % (time.process_time() - ref_time))","utils_set_mode","(","'OBJECT'",")","return","True"],"url":"https:\/\/github.com\/Befzz\/blender3d_import_psk_psa\/blob\/47f1418aef7642f300e0fccbe3c96654ab275a52\/addons\/io_import_scene_unreal_psa_psk_270.py#L273-L1036"} {"nwo":"Befzz\/blender3d_import_psk_psa","sha":"47f1418aef7642f300e0fccbe3c96654ab275a52","path":"addons\/io_import_scene_unreal_psa_psk_270.py","language":"python","identifier":"psaimport","parameters":"(filepath,\n context = bpy.context,\n oArmature = None,\n bFilenameAsPrefix = False,\n bActionsToTrack = False,\n first_frames = 0,\n bDontInvertRoot = False,\n bUpdateTimelineRange = False,\n fcurve_interpolation = 'LINEAR',\n error_callback = __pass\n )","argument_list":"","return_statement":"","docstring":"Import animation data from 'filepath' using 'oArmature'\n \n Args:\n first_frames: (0 - import all)\n Import only 'first_frames' from each action\n \n bActionsToTrack:\n Put all imported actions in one NLAtrack.\n \n oArmature:\n Skeleton used to calculate keyframes","docstring_summary":"Import animation data from 'filepath' using 'oArmature'\n \n Args:\n first_frames: (0 - import all)\n Import only 'first_frames' from each action\n \n bActionsToTrack:\n Put all imported actions in one NLAtrack.\n \n oArmature:\n Skeleton used to calculate keyframes","docstring_tokens":["Import","animation","data","from","filepath","using","oArmature","Args",":","first_frames",":","(","0","-","import","all",")","Import","only","first_frames","from","each","action","bActionsToTrack",":","Put","all","imported","actions","in","one","NLAtrack",".","oArmature",":","Skeleton","used","to","calculate","keyframes"],"function":"def psaimport(filepath,\n context = bpy.context,\n oArmature = None,\n bFilenameAsPrefix = False,\n bActionsToTrack = False,\n first_frames = 0,\n bDontInvertRoot = False,\n bUpdateTimelineRange = False,\n fcurve_interpolation = 'LINEAR',\n error_callback = __pass\n ):\n \"\"\"Import animation data from 'filepath' using 'oArmature'\n \n Args:\n first_frames: (0 - import all)\n Import only 'first_frames' from each action\n \n bActionsToTrack:\n Put all imported actions in one NLAtrack.\n \n oArmature:\n Skeleton used to calculate keyframes\n \"\"\"\n print (\"-----------------------------------------------\")\n print (\"---------EXECUTING PSA PYTHON IMPORTER---------\")\n print (\"-----------------------------------------------\")\n \n file_ext = 'psa'\n try:\n psafile = open(filepath, 'rb')\n except IOError:\n error_callback('Error while opening file for reading:\\n \"'+filepath+'\"')\n return False\n \n print (\"Importing file: \", filepath)\n \n armature_obj = oArmature\n \n if armature_obj is None: \n armature_obj = blen_get_armature_from_selection()\n if armature_obj is None:\n error_callback(\"No armature selected.\")\n return False\n\n\n chunk_id = None\n chunk_type = None\n chunk_datasize = None\n chunk_datacount = None\n chunk_data = None\n\n def read_chunk():\n nonlocal chunk_id, chunk_type,\\\n chunk_datasize, chunk_datacount,\\\n chunk_data\n\n (chunk_id, chunk_type,\n chunk_datasize, chunk_datacount) = unpack('20s3i', psafile.read(32))\n \n chunk_data = psafile.read(chunk_datacount * chunk_datasize)\n #============================================================================================== \n # General Header\n #============================================================================================== \n read_chunk()\n \n if not util_is_header_valid(filepath, file_ext, chunk_id, error_callback):\n return False\n \n #============================================================================================== \n # Bones (FNamedBoneBinary)\n #============================================================================================== \n read_chunk()\n \n psa_bones = {}\n \n def new_psa_bone(bone, pose_bone):\n psa_bone = class_psa_bone()\n \n psa_bones[pose_bone.name] = psa_bone\n \n psa_bone.name = pose_bone.name\n \n psa_bone.pose_bone = pose_bone\n \n if bone.parent != None:\n # does needed parent bone was added from psa file\n if bone.parent.name in psa_bones:\n psa_bone.parent = psa_bones[bone.parent.name]\n # no. armature doesnt match\n else:\n psa_bone.parent = None\n # else:\n # psa_bone.parent = None\n \n psa_bone.orig_quat = Quaternion(bone['orig_quat'])\n psa_bone.orig_loc = Vector(bone['orig_loc'])\n psa_bone.post_quat = Quaternion(bone['post_quat'])\n return psa_bone\n \n #Bones Data\n BoneIndex2Name = [None] * chunk_datacount\n BoneNotFoundList = []\n BonesWithoutAnimation = []\n PsaBonesToProcess = [None] * chunk_datacount\n\n # printlog(\"Name\\tFlgs\\tNumChld\\tPrntIdx\\tQx\\tQy\\tQz\\tQw\\tLocX\\tLocY\\tLocZ\\tLength\\tXSize\\tYSize\\tZSize\\n\")\n\n \n # for case insensetive comparison\n # key = lowered name\n # value = orignal name\n skeleton_bones_lowered = {}\n \n for blender_bone_name in armature_obj.data.bones.keys():\n skeleton_bones_lowered[blender_bone_name.lower()] = blender_bone_name\n\n \n for counter in range(chunk_datacount):\n \n # tPrntIdx is -1 for parent; and 0 for other; no more useful data\n # indata = unpack_from('64s3i11f', chunk_data, chunk_datasize * counter)\n (indata) = unpack_from('64s56x', chunk_data, chunk_datasize * counter)\n in_name = util_bytes_to_str(indata[0])\n # bonename = util_bytes_to_str(indata[0]).upper()\n \n in_name_lowered = in_name.lower()\n if in_name_lowered in skeleton_bones_lowered:\n orig_name = skeleton_bones_lowered[in_name_lowered]\n \n # use a skeleton bone name \n BoneIndex2Name[counter] = orig_name\n PsaBonesToProcess[counter] = new_psa_bone(armature_obj.data.bones[orig_name], \n armature_obj.pose.bones[orig_name])\n else:\n # print(\"Can't find the bone:\", bonename)\n BoneNotFoundList.append(counter)\n \n \n if len(psa_bones) == 0:\n error_callback('No bone was match!\\nSkip import!')\n return False\n \n # does anyone care?\n for blender_bone_name in armature_obj.data.bones.keys():\n if BoneIndex2Name.count(blender_bone_name) == 0:\n BonesWithoutAnimation.append(blender_bone_name)\n \n if len(BoneNotFoundList) > 0:\n print('Not found bones: %i.' % len(BoneNotFoundList));\n \n if len(BonesWithoutAnimation) > 0:\n print('Bones(%i) without animation data:\\n' % len(BonesWithoutAnimation), ', '.join(BonesWithoutAnimation))\n #============================================================================================== \n # Animations (AniminfoBinary)\n #============================================================================================== \n read_chunk()\n\n Raw_Key_Nums = 0\n Action_List = [None] * chunk_datacount\n \n for counter in range(chunk_datacount):\n (action_name_raw, #0\n group_name_raw, #1\n Totalbones, #2\n RootInclude, #3\n KeyCompressionStyle, #4\n KeyQuotum, #5\n KeyReduction, #6\n TrackTime, #7\n AnimRate, #8\n StartBone, #9\n FirstRawFrame, #10\n NumRawFrames #11\n ) = unpack_from('64s64s4i3f3i', chunk_data, chunk_datasize * counter)\n \n action_name = util_bytes_to_str( action_name_raw )\n group_name = util_bytes_to_str( group_name_raw )\n\n Raw_Key_Nums += Totalbones * NumRawFrames\n Action_List[counter] = ( action_name, group_name, Totalbones, NumRawFrames)\n \n #============================================================================================== \n # Raw keys (VQuatAnimKey) 3f vec, 4f quat, 1f time\n #============================================================================================== \n read_chunk()\n \n if(Raw_Key_Nums != chunk_datacount):\n error_callback(\n 'Raw_Key_Nums Inconsistent.'\n '\\nData count found: '+chunk_datacount+\n '\\nRaw_Key_Nums:' + Raw_Key_Nums\n )\n return False\n\n Raw_Key_List = [None] * chunk_datacount\n \n unpack_data = Struct('3f4f4x').unpack_from\n \n for counter in range(chunk_datacount):\n pos = Vector()\n quat = Quaternion()\n \n ( pos.x, pos.y, pos.z,\n quat.x, quat.y, quat.z, quat.w\n ) = unpack_data( chunk_data, chunk_datasize * counter)\n \n Raw_Key_List[counter] = (pos, quat)\n \n psafile.close()\n \n utils_set_mode('OBJECT')\n\n # index of current frame in raw input data\n raw_key_index = 0\n \n util_obj_set_active(context, armature_obj)\n \n gen_name_part = util_gen_name_part(filepath)\n \n armature_obj.animation_data_create()\n \n if bActionsToTrack:\n nla_track = armature_obj.animation_data.nla_tracks.new()\n nla_track.name = gen_name_part\n nla_stripes = nla_track.strips\n nla_track_last_frame = 0\n else:\n is_first_action = True\n first_action = None\n \n for counter, (Name, Group, Totalbones, NumRawFrames) in enumerate(Action_List):\n ref_time = time.process_time()\n \n if Group != 'None':\n Name = \"(%s) %s\" % (Group,Name)\n if bFilenameAsPrefix:\n Name = \"(%s) %s\" % (gen_name_part, Name)\n \n action = bpy.data.actions.new(name = Name)\n \n # force print usefull information to console(due to possible long execution)\n print(\"Action {0:>3d}\/{1:<3d} frames: {2:>4d} {3}\".format(\n counter+1, len(Action_List), NumRawFrames, Name)\n )\n \n if first_frames > 0:\n maxframes = first_frames\n keyframes = min(first_frames, NumRawFrames)\n #dev\n # keyframes += 1\n else:\n maxframes = 99999999\n keyframes = NumRawFrames\n \n # create all fcurves(for all bones) for an action\n # for pose_bone in armature_obj.pose.bones:\n for psa_bone in PsaBonesToProcess:\n if psa_bone is None:\n continue\n pose_bone = psa_bone.pose_bone\n \n data_path = pose_bone.path_from_id(\"rotation_quaternion\")\n psa_bone.fcurve_quat_w = action.fcurves.new(data_path, index = 0)\n psa_bone.fcurve_quat_x = action.fcurves.new(data_path, index = 1)\n psa_bone.fcurve_quat_y = action.fcurves.new(data_path, index = 2)\n psa_bone.fcurve_quat_z = action.fcurves.new(data_path, index = 3)\n \n data_path = pose_bone.path_from_id(\"location\")\n psa_bone.fcurve_loc_x = action.fcurves.new(data_path, index = 0)\n psa_bone.fcurve_loc_y = action.fcurves.new(data_path, index = 1)\n psa_bone.fcurve_loc_z = action.fcurves.new(data_path, index = 2)\n \n # 1. Pre-add keyframes! \\0\/\n # 2. Set data: keyframe_points[].co[0..1]\n # 3. If 2 is not done, do 4: (important!!!)\n # 4. \"Apply\" data: fcurve.update()\n # added keyframes points by default is breaking fcurve somehow\n # bcs they are all at the same position?\n psa_bone.fcurve_quat_w.keyframe_points.add(keyframes)\n psa_bone.fcurve_quat_x.keyframe_points.add(keyframes)\n psa_bone.fcurve_quat_y.keyframe_points.add(keyframes)\n psa_bone.fcurve_quat_z.keyframe_points.add(keyframes)\n\n psa_bone.fcurve_loc_x.keyframe_points.add(keyframes) \n psa_bone.fcurve_loc_y.keyframe_points.add(keyframes) \n psa_bone.fcurve_loc_z.keyframe_points.add(keyframes) \n \n for i in range(0,min(maxframes, NumRawFrames)):\n # raw_key_index+= Totalbones * 5 #55\n for j in range(Totalbones):\n if j in BoneNotFoundList:\n raw_key_index += 1\n continue\n \n psa_bone = PsaBonesToProcess[j]\n pose_bone = psa_bone.pose_bone\n \n p_pos = Raw_Key_List[raw_key_index][0]\n p_quat = Raw_Key_List[raw_key_index][1]\n \n ##### Worked with no bone rotation\n # quat = p_quat.conjugated() * psa_bone.orig_quat\n # loc = p_pos - psa_bone.orig_loc\n #####\n \n\n if psa_bone.parent:\n ##### Correct\n # orig_prot = pose_bone.bone.parent.matrix_local.to_3x3().to_quaternion()\n # orig_rot = pose_bone.bone.matrix_local.to_3x3().to_quaternion()\n # orig_rot = (orig_prot.conjugated() * orig_rot)\n ######\n\n #### FINAL\n quat = (p_quat * psa_bone.post_quat).conjugated() * (psa_bone.orig_quat * psa_bone.post_quat)\n # loc = psa_bone.post_quat.conjugated() * p_pos - psa_bone.post_quat.conjugated() * psa_bone.orig_loc\n ####\n else:\n if bDontInvertRoot:\n quat = (p_quat.conjugated() * psa_bone.post_quat).conjugated() * (psa_bone.orig_quat * psa_bone.post_quat)\n else:\n quat = (p_quat * psa_bone.post_quat).conjugated() * (psa_bone.orig_quat * psa_bone.post_quat)\n \n loc = psa_bone.post_quat.conjugated() * p_pos - psa_bone.post_quat.conjugated() * psa_bone.orig_loc\n \n pose_bone.rotation_quaternion = quat\n pose_bone.location = loc\n # pose_bone.rotation_quaternion = orig_rot.conjugated()\n # pose_bone.location = p_pos - (pose_bone.bone.matrix_local.translation - pose_bone.bone.parent.matrix_local.translation)\n \n ##### Works + post_quat (without location works)\n # quat = (p_quat * psa_bone.post_quat).conjugated() * (psa_bone.orig_quat * psa_bone.post_quat)\n # loc = psa_bone.post_quat.conjugated() * (p_pos - psa_bone.orig_loc)\n\n \n psa_bone.fcurve_quat_w.keyframe_points[i].co = i, quat.w\n psa_bone.fcurve_quat_x.keyframe_points[i].co = i, quat.x\n psa_bone.fcurve_quat_y.keyframe_points[i].co = i, quat.y\n psa_bone.fcurve_quat_z.keyframe_points[i].co = i, quat.z\n \n psa_bone.fcurve_quat_w.keyframe_points[i].interpolation = fcurve_interpolation\n psa_bone.fcurve_quat_x.keyframe_points[i].interpolation = fcurve_interpolation\n psa_bone.fcurve_quat_y.keyframe_points[i].interpolation = fcurve_interpolation\n psa_bone.fcurve_quat_z.keyframe_points[i].interpolation = fcurve_interpolation\n \n psa_bone.fcurve_loc_x.keyframe_points[i].co = i, loc.x\n psa_bone.fcurve_loc_y.keyframe_points[i].co = i, loc.y\n psa_bone.fcurve_loc_z.keyframe_points[i].co = i, loc.z\n \n psa_bone.fcurve_loc_x.keyframe_points[i].interpolation = fcurve_interpolation\n psa_bone.fcurve_loc_y.keyframe_points[i].interpolation = fcurve_interpolation\n psa_bone.fcurve_loc_z.keyframe_points[i].interpolation = fcurve_interpolation\n \n # Old path. Slower.\n # psa_bone.fcurve_quat_w.keyframe_points.insert(i,quat.w,{'NEEDED','FAST'}).interpolation = fcurve_interpolation\n # psa_bone.fcurve_quat_x.keyframe_points.insert(i,quat.x,{'NEEDED','FAST'}).interpolation = fcurve_interpolation\n # psa_bone.fcurve_quat_y.keyframe_points.insert(i,quat.y,{'NEEDED','FAST'}).interpolation = fcurve_interpolation\n # psa_bone.fcurve_quat_z.keyframe_points.insert(i,quat.z,{'NEEDED','FAST'}).interpolation = fcurve_interpolation\n\n # psa_bone.fcurve_loc_x.keyframe_points.insert(i,loc.x,{'NEEDED','FAST'}).interpolation = fcurve_interpolation\n # psa_bone.fcurve_loc_y.keyframe_points.insert(i,loc.y,{'NEEDED','FAST'}).interpolation = fcurve_interpolation\n # psa_bone.fcurve_loc_z.keyframe_points.insert(i,loc.z,{'NEEDED','FAST'}).interpolation = fcurve_interpolation\n raw_key_index += 1\n \n # on first frame\n # break\n raw_key_index += (NumRawFrames-min(maxframes,NumRawFrames)) * Totalbones\n\n # Add action to tail of the nla track\n if bActionsToTrack:\n if nla_track_last_frame == 0:\n nla_stripes.new(Name, 0, action)\n else:\n nla_stripes.new(Name, nla_stripes[-1].frame_end, action)\n\n nla_track_last_frame += NumRawFrames\n elif is_first_action:\n first_action = action\n is_first_action = False\n \n print(\"Done: %f sec.\" % (time.process_time() - ref_time))\n # break on first animation set\n # break\n \n scene = util_get_scene(context)\n \n if not bActionsToTrack:\n if not scene.is_nla_tweakmode:\n armature_obj.animation_data.action = first_action\n \n if bUpdateTimelineRange:\n\n scene.frame_start = 0\n\n if bActionsToTrack:\n scene.frame_end = sum(frames for _, _, _, frames in Action_List) - 1\n else:\n scene.frame_end = max(frames for _, _, _, frames in Action_List) - 1\n\n\n util_select_all(False)\n util_obj_select(context, armature_obj)\n util_obj_set_active(context, armature_obj)\n \n # 2.8 crashes\n if not is_blen_280:\n scene.frame_set(0)","function_tokens":["def","psaimport","(","filepath",",","context","=","bpy",".","context",",","oArmature","=","None",",","bFilenameAsPrefix","=","False",",","bActionsToTrack","=","False",",","first_frames","=","0",",","bDontInvertRoot","=","False",",","bUpdateTimelineRange","=","False",",","fcurve_interpolation","=","'LINEAR'",",","error_callback","=","__pass",")",":","print","(","\"-----------------------------------------------\"",")","print","(","\"---------EXECUTING PSA PYTHON IMPORTER---------\"",")","print","(","\"-----------------------------------------------\"",")","file_ext","=","'psa'","try",":","psafile","=","open","(","filepath",",","'rb'",")","except","IOError",":","error_callback","(","'Error while opening file for reading:\\n \"'","+","filepath","+","'\"'",")","return","False","print","(","\"Importing file: 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error_callback = __pass\n error_callback = print\n \n # ref_time = time.process_time()\n if not bImportbone and not bImportmesh:\n error_callback(\"Nothing to do.\\nSet something for import.\")\n return False\n \n print (\"-----------------------------------------------\")\n print (\"---------EXECUTING PSK PYTHON IMPORTER---------\")\n print (\"-----------------------------------------------\")\n\n #file may not exist\n try:\n file = open(filepath,'rb')\n except IOError:\n error_callback('Error while opening file for reading:\\n \"'+filepath+'\"')\n return False\n\n if not util_check_file_header(file, 'psk'):\n error_callback('Not psk file:\\n \"'+filepath+'\"')\n return False\n \n Vertices = None\n Wedges = None\n Faces = None\n UV_by_face = None\n Materials = None\n Bones = None\n Weights = None\n VertexColors = None\n Extrauvs = []\n Normals = None\n WedgeIdx_by_faceIdx = None\n \n if not context:\n context = bpy.context\n #================================================================================================== \n # Materials MaterialNameRaw | TextureIndex | PolyFlags | AuxMaterial | AuxFlags | LodBias | LodStyle \n # Only Name is usable.\n def read_materials():\n \n nonlocal Materials\n \n Materials = []\n \n for counter in range(chunk_datacount):\n\n (MaterialNameRaw,) = unpack_from('64s24x', chunk_data, chunk_datasize * counter)\n \n Materials.append( util_bytes_to_str( MaterialNameRaw ) )\n \n \n #================================================================================================== \n # Faces WdgIdx1 | WdgIdx2 | WdgIdx3 | MatIdx | AuxMatIdx | SmthGrp\n def read_faces():\n \n if not bImportmesh:\n return True\n \n nonlocal Faces, UV_by_face, WedgeIdx_by_faceIdx\n\n UV_by_face = [None] * chunk_datacount\n Faces = [None] * chunk_datacount\n WedgeIdx_by_faceIdx = [None] * chunk_datacount\n \n if len(Wedges) > 65536:\n unpack_format = '=IIIBBI'\n else:\n unpack_format = '=HHHBBI'\n \n unpack_data = Struct(unpack_format).unpack_from\n \n for counter in range(chunk_datacount):\n (WdgIdx1, WdgIdx2, WdgIdx3,\n MatIndex, \n AuxMatIndex, #unused\n SmoothingGroup # Umodel is not exporting SmoothingGroups\n ) = unpack_data(chunk_data, counter * chunk_datasize)\n \n # looks ugly\n # Wedges is (point_index, u, v, MatIdx)\n ((vertid0, u0, v0, matid0), (vertid1, u1, v1, matid1), (vertid2, u2, v2, matid2)) = Wedges[WdgIdx1], Wedges[WdgIdx2], Wedges[WdgIdx3]\n \n # note order: C,B,A\n # Faces[counter] = (vertid2, vertid1, vertid0)\n\n Faces[counter] = (vertid1, vertid0, vertid2)\n # Faces[counter] = (vertid1, vertid2, vertid0)\n # Faces[counter] = (vertid0, vertid1, vertid2)\n \n # uv = ( ( u2, 1.0 - v2 ), ( u1, 1.0 - v1 ), ( u0, 1.0 - v0 ) )\n uv = ( ( u1, 1.0 - v1 ), ( u0, 1.0 - v0 ), ( u2, 1.0 - v2 ) )\n \n # Mapping: FaceIndex <=> UV data <=> FaceMatIndex\n UV_by_face[counter] = (uv, MatIndex, (matid2, matid1, matid0))\n \n # We need this for EXTRA UVs\n WedgeIdx_by_faceIdx[counter] = (WdgIdx3, WdgIdx2, WdgIdx1)\n\n \n #==================================================================================================\n # Vertices X | Y | Z\n def read_vertices():\n \n if not bImportmesh:\n return True\n \n nonlocal Vertices\n \n Vertices = [None] * chunk_datacount\n \n unpack_data = Struct('3f').unpack_from\n \n if bScaleDown:\n for counter in range( chunk_datacount ):\n (vec_x, vec_y, vec_z) = unpack_data(chunk_data, counter * chunk_datasize)\n Vertices[counter] = (vec_x*0.01, vec_y*0.01, vec_z*0.01)\n # equal to gltf\n # Vertices[counter] = (vec_x*0.01, vec_z*0.01, -vec_y*0.01)\n else:\n for counter in range( chunk_datacount ):\n Vertices[counter] = unpack_data(chunk_data, counter * chunk_datasize)\n \n \n #================================================================================================== \n # Wedges (UV) VertexId | U | V | MatIdx \n def read_wedges():\n \n if not bImportmesh:\n return True\n \n nonlocal Wedges\n \n Wedges = [None] * chunk_datacount\n \n unpack_data = Struct('=IffBxxx').unpack_from\n \n for counter in range( chunk_datacount ):\n (vertex_id,\n u, v,\n material_index) = unpack_data( chunk_data, counter * chunk_datasize )\n \n # print(vertex_id, u, v, material_index)\n # Wedges[counter] = (vertex_id, u, v, material_index)\n Wedges[counter] = [vertex_id, u, v, material_index]\n \n #================================================================================================== \n # Bones (VBone .. VJointPos ) Name|Flgs|NumChld|PrntIdx|Qw|Qx|Qy|Qz|LocX|LocY|LocZ|Lngth|XSize|YSize|ZSize\n def read_bones():\n \n nonlocal Bones, bImportbone\n \n if chunk_datacount == 0:\n bImportbone = False\n \n if bImportbone:\n # unpack_data = Struct('64s3i11f').unpack_from\n unpack_data = Struct('64s3i7f16x').unpack_from\n else:\n unpack_data = Struct('64s56x').unpack_from\n \n Bones = [None] * chunk_datacount\n \n for counter in range( chunk_datacount ):\n Bones[counter] = unpack_data( chunk_data, chunk_datasize * counter)\n \n \n #================================================================================================== \n # Influences (Bone Weight) (VRawBoneInfluence) ( Weight | PntIdx | BoneIdx)\n def read_weights():\n\n nonlocal Weights\n \n if not bImportmesh:\n return True\n \n Weights = [None] * chunk_datacount\n \n unpack_data = Struct('fii').unpack_from\n \n for counter in range(chunk_datacount):\n Weights[counter] = unpack_data(chunk_data, chunk_datasize * counter)\n \n #================================================================================================== \n # Vertex colors. R G B A bytes. NOTE: it is Wedge color.(uses Wedges index)\n def read_vertex_colors():\n \n nonlocal VertexColors\n \n unpack_data = Struct(\"=4B\").unpack_from\n \n VertexColors = [None] * chunk_datacount\n \n for counter in range( chunk_datacount ):\n VertexColors[counter] = unpack_data(chunk_data, chunk_datasize * counter) \n \n \n #================================================================================================== \n # Extra UV. U | V\n def read_extrauvs():\n\n unpack_data = Struct(\"=2f\").unpack_from\n \n uvdata = [None] * chunk_datacount\n \n for counter in range( chunk_datacount ):\n uvdata[counter] = unpack_data(chunk_data, chunk_datasize * counter) \n \n Extrauvs.append(uvdata)\n\n #==================================================================================================\n # Vertex Normals NX | NY | NZ\n def read_normals():\n if not bImportmesh:\n return True\n\n nonlocal Normals\n Normals = [None] * chunk_datacount\n\n unpack_data = Struct('3f').unpack_from\n\n for counter in range(chunk_datacount):\n Normals[counter] = unpack_data(chunk_data, counter * chunk_datasize)\n \n \n CHUNKS_HANDLERS = {\n 'PNTS0000': read_vertices,\n 'VTXW0000': read_wedges,\n 'VTXW3200': read_wedges,#?\n 'FACE0000': read_faces,\n 'FACE3200': read_faces,\n 'MATT0000': read_materials,\n 'REFSKELT': read_bones,\n 'REFSKEL0': read_bones, #?\n 'RAWW0000': read_weights,\n 'RAWWEIGH': read_weights,\n 'VERTEXCO': read_vertex_colors, # VERTEXCOLOR\n 'EXTRAUVS': read_extrauvs,\n 'VTXNORMS': read_normals\n }\n \n #===================================================================================================\n # File. Read all needed data.\n # VChunkHeader Struct\n # ChunkID|TypeFlag|DataSize|DataCount\n # 0 |1 |2 |3\n \n while True:\n \n header_bytes = file.read(32)\n \n if len(header_bytes) < 32:\n \n if len(header_bytes) != 0:\n error_callback(\"Unexpected end of file.(%s\/32 bytes)\" % len(header_bytes))\n break\n \n (chunk_id, chunk_type, chunk_datasize, chunk_datacount) = unpack('20s3i', header_bytes)\n \n chunk_id_str = util_bytes_to_str(chunk_id)\n chunk_id_str = chunk_id_str[:8]\n \n if chunk_id_str in CHUNKS_HANDLERS:\n \n chunk_data = file.read( chunk_datasize * chunk_datacount)\n \n if len(chunk_data) < chunk_datasize * chunk_datacount:\n error_callback('Psk chunk %s is broken.' % chunk_id_str)\n return False\n \n CHUNKS_HANDLERS[chunk_id_str]()\n \n else:\n \n print('Unknown chunk: ', chunk_id_str)\n file.seek(chunk_datasize * chunk_datacount, 1)\n \n \n # print(chunk_id_str, chunk_datacount)\n \n file.close()\n \n print(\" Importing file:\", filepath)\n \n if not bImportmesh and (Bones is None or len(Bones) == 0):\n error_callback(\"Psk: no skeleton data.\")\n return False\n\n MAX_UVS = 8\n NAME_UV_PREFIX = \"UV\"\n \n # file name w\/out extension\n gen_name_part = util_gen_name_part(filepath)\n gen_names = {\n 'armature_object': gen_name_part + '.ao',\n 'armature_data': gen_name_part + '.ad',\n 'mesh_object': gen_name_part + '.mo',\n 'mesh_data': gen_name_part + '.md'\n }\n \n if bImportmesh:\n mesh_data = bpy.data.meshes.new(gen_names['mesh_data'])\n mesh_obj = bpy.data.objects.new(gen_names['mesh_object'], mesh_data)\n \n \n #==================================================================================================\n # UV. Prepare\n if bImportmesh:\n if bSpltiUVdata:\n # store how much each \"matrial index\" have vertices\n \n uv_mat_ids = {}\n \n for (_, _, _, material_index) in Wedges:\n \n if not (material_index in uv_mat_ids):\n uv_mat_ids[material_index] = 1\n else:\n uv_mat_ids[material_index] += 1\n \n \n # if we have more UV material indexes than blender UV maps, then...\n if bSpltiUVdata and len(uv_mat_ids) > MAX_UVS :\n \n uv_mat_ids_len = len(uv_mat_ids)\n \n print('UVs: %s out of %s is combined in a first UV map(%s0)' % (uv_mat_ids_len - 8, uv_mat_ids_len, NAME_UV_PREFIX))\n \n mat_idx_proxy = [0] * len(uv_mat_ids)\n \n counts_sorted = sorted(uv_mat_ids.values(), reverse = True)\n \n new_mat_index = MAX_UVS - 1\n \n for c in counts_sorted:\n for mat_idx, counts in uv_mat_ids.items():\n if c == counts:\n mat_idx_proxy[mat_idx] = new_mat_index\n if new_mat_index > 0:\n new_mat_index -= 1\n # print('MatIdx remap: %s > %s' % (mat_idx,new_mat_index))\n \n for i in range(len(Wedges)):\n Wedges[i][3] = mat_idx_proxy[Wedges[i][3]]\n\n # print('Wedges:', chunk_datacount)\n # print('uv_mat_ids', uv_mat_ids)\n # print('uv_mat_ids', uv_mat_ids)\n # for w in Wedges:\n \n if bImportmesh:\n # print(\"-- Materials -- (index, name, faces)\")\n blen_materials = []\n for materialname in Materials:\n matdata = bpy.data.materials.get(materialname)\n \n if matdata is None:\n matdata = bpy.data.materials.new( materialname )\n # matdata = bpy.data.materials.new( materialname )\n \n blen_materials.append( matdata )\n mesh_data.materials.append( matdata )\n # print(counter,materialname,TextureIndex)\n # if mat_groups.get(counter) is not None:\n # print(\"%i: %s\" % (counter, materialname), len(mat_groups[counter]))\n\n #==================================================================================================\n # Prepare bone data\n def init_psk_bone(i, psk_bones, name_raw):\n psk_bone = class_psk_bone()\n psk_bone.children = []\n psk_bone.name = util_bytes_to_str(name_raw)\n psk_bones[i] = psk_bone\n return psk_bone\n\n psk_bone_name_toolong = False\n \n # indexed by bone index. array of psk_bone\n psk_bones = [None] * len(Bones)\n \n if not bImportbone: #data needed for mesh-only import\n \n for counter,(name_raw,) in enumerate(Bones):\n init_psk_bone(counter, psk_bones, name_raw)\n \n if bImportbone: #else?\n \n # average bone length\n sum_bone_pos = 0\n \n for counter, (name_raw, flags, NumChildren, ParentIndex, #0 1 2 3\n quat_x, quat_y, quat_z, quat_w, #4 5 6 7\n vec_x, vec_y, vec_z\n # , #8 9 10\n # joint_length, #11\n # scale_x, scale_y, scale_z\n ) in enumerate(Bones):\n \n psk_bone = init_psk_bone(counter, psk_bones, name_raw)\n \n psk_bone.bone_index = counter\n psk_bone.parent_index = ParentIndex\n \n # Tested. 64 is getting cut to 63\n if len(psk_bone.name) > 63:\n psk_bone_name_toolong = True\n # print('Warning. Bone name is too long:', psk_bone.name)\n\n # make sure we have valid parent_index\n if psk_bone.parent_index < 0:\n psk_bone.parent_index = 0\n \n # psk_bone.scale = (scale_x, scale_y, scale_z)\n # print(\"%s: %03f %03f | %f\" % (psk_bone.name, scale_x, scale_y, joint_length),scale_x)\n # print(\"%s:\" % (psk_bone.name), vec_x, quat_x)\n\n # store bind pose to make it available for psa-import via CustomProperty of the Blender bone\n psk_bone.orig_quat = Quaternion((quat_w, quat_x, quat_y, quat_z))\n\n if bScaleDown:\n psk_bone.orig_loc = Vector((vec_x * 0.01, vec_y * 0.01, vec_z * 0.01))\n else:\n psk_bone.orig_loc = Vector((vec_x, vec_y, vec_z))\n\n # root bone must have parent_index = 0 and selfindex = 0\n if psk_bone.parent_index == 0 and psk_bone.bone_index == psk_bone.parent_index:\n if bDontInvertRoot:\n psk_bone.mat_world_rot = psk_bone.orig_quat.to_matrix()\n else:\n psk_bone.mat_world_rot = psk_bone.orig_quat.conjugated().to_matrix()\n psk_bone.mat_world = Matrix.Translation(psk_bone.orig_loc)\n\n sum_bone_pos += psk_bone.orig_loc.length\n \n \n #==================================================================================================\n # Bones. Calc World-space matrix\n \n # TODO optimize math.\n for psk_bone in psk_bones:\n \n if psk_bone.parent_index == 0:\n if psk_bone.bone_index == 0:\n psk_bone.parent = None\n continue\n \n parent = psk_bones[psk_bone.parent_index]\n \n psk_bone.parent = parent\n \n parent.children.append(psk_bone)\n \n # mat_world - world space bone matrix WITHOUT own rotation\n # mat_world_rot - world space bone rotation WITH own rotation\n\n # psk_bone.mat_world = parent.mat_world_rot.to_4x4()\n # psk_bone.mat_world.translation = parent.mat_world.translation + parent.mat_world_rot * psk_bone.orig_loc\n # psk_bone.mat_world_rot = parent.mat_world_rot * psk_bone.orig_quat.conjugated().to_matrix()\n\n psk_bone.mat_world = parent.mat_world_rot.to_4x4()\n\n v = psk_bone.orig_loc.copy()\n v.rotate( parent.mat_world_rot )\n psk_bone.mat_world.translation = parent.mat_world.translation + v\n\n\n psk_bone.mat_world_rot = psk_bone.orig_quat.conjugated().to_matrix()\n psk_bone.mat_world_rot.rotate( parent.mat_world_rot )\n\n\n # psk_bone.mat_world = ( parent.mat_world_rot.to_4x4() * psk_bone.trans)\n # psk_bone.mat_world.translation += parent.mat_world.translation\n # psk_bone.mat_world_rot = parent.mat_world_rot * psk_bone.orig_quat.conjugated().to_matrix()\n \n \n #==================================================================================================\n # Skeleton. Prepare.\n \n armature_data = bpy.data.armatures.new(gen_names['armature_data'])\n armature_obj = bpy.data.objects.new(gen_names['armature_object'], armature_data)\n # TODO: options for axes and x_ray?\n armature_data.show_axes = False\n\n armature_data.display_type = 'STICK'\n armature_obj.show_in_front = True\n\n util_obj_link(context, armature_obj)\n\n util_select_all(False)\n util_obj_select(context, armature_obj)\n util_obj_set_active(context, armature_obj)\n \n utils_set_mode('EDIT')\n \n \n sum_bone_pos \/= len(Bones) # average\n sum_bone_pos *= fBonesizeRatio # corrected\n \n # bone_size_choosen = max(0.01, round((min(sum_bone_pos, fBonesize))))\n bone_size_choosen = max(0.01, round((min(sum_bone_pos, fBonesize))*100)\/100)\n # bone_size_choosen = max(0.01, min(sum_bone_pos, fBonesize))\n # print(\"Bonesize %f | old: %f round: %f\" % (bone_size_choosen, max(0.01, min(sum_bone_pos, fBonesize)),max(0.01, round((min(sum_bone_pos, fBonesize))*100)\/100)))\n\n if not bReorientBones:\n new_bone_size = bone_size_choosen\n \n #==================================================================================================\n # Skeleton. Build.\n if psk_bone_name_toolong:\n print('Warning. Some bones will be renamed(names are too long). Animation import may be broken.')\n for psk_bone in psk_bones:\n\n # TODO too long name cutting options?\n orig_long_name = psk_bone.name\n\n # Blender will cut the name here (>63 chars)\n edit_bone = armature_obj.data.edit_bones.new(psk_bone.name)\n edit_bone[\"orig_long_name\"] = orig_long_name\n\n # if orig_long_name != edit_bone.name:\n # print('--')\n # print(len(orig_long_name),orig_long_name)\n # print(len(edit_bone.name),edit_bone.name)\n\n # Use the bone name made by blender (.001 , .002 etc.)\n psk_bone.name = edit_bone.name\n\n else:\n for psk_bone in psk_bones:\n edit_bone = armature_obj.data.edit_bones.new(psk_bone.name)\n psk_bone.name = edit_bone.name\n\n for psk_bone in psk_bones:\n edit_bone = armature_obj.data.edit_bones[psk_bone.name]\n\n armature_obj.data.edit_bones.active = edit_bone\n\n if psk_bone.parent is not None:\n edit_bone.parent = armature_obj.data.edit_bones[psk_bone.parent.name]\n else:\n if bDontInvertRoot:\n psk_bone.orig_quat.conjugate()\n \n if bReorientBones:\n (new_bone_size, quat_orient_diff) = calc_bone_rotation(psk_bone, bone_size_choosen, bReorientDirectly, sum_bone_pos)\n # @\n # post_quat = psk_bone.orig_quat.conjugated() * quat_orient_diff\n\n post_quat = quat_orient_diff\n post_quat.rotate( psk_bone.orig_quat.conjugated() )\n else:\n post_quat = psk_bone.orig_quat.conjugated()\n \n # only length of this vector is matter?\n edit_bone.tail = Vector(( 0.0, new_bone_size, 0.0))\n\n # @\n # edit_bone.matrix = psk_bone.mat_world * post_quat.to_matrix().to_4x4()\n\n m = post_quat.copy()\n m.rotate( psk_bone.mat_world )\n\n m = m.to_matrix().to_4x4()\n m.translation = psk_bone.mat_world.translation\n\n edit_bone.matrix = m\n \n \n # some dev code...\n #### FINAL\n # post_quat = psk_bone.orig_quat.conjugated() * quat_diff\n # edit_bone.matrix = psk_bone.mat_world * test_quat.to_matrix().to_4x4()\n # edit_bone[\"post_quat\"] = test_quat\n #### \n\n # edit_bone[\"post_quat\"] = Quaternion((1,0,0,0))\n # edit_bone.matrix = psk_bone.mat_world* psk_bone.rot\n \n\n # if edit_bone.parent:\n # edit_bone.matrix = edit_bone.parent.matrix * psk_bone.trans * (psk_bone.orig_quat.conjugated().to_matrix().to_4x4())\n # edit_bone.matrix = edit_bone.parent.matrix * psk_bone.trans * (test_quat.to_matrix().to_4x4())\n # else:\n # edit_bone.matrix = psk_bone.orig_quat.to_matrix().to_4x4()\n \n \n # save bindPose information for .psa import\n # dev\n edit_bone[\"orig_quat\"] = psk_bone.orig_quat\n edit_bone[\"orig_loc\"] = psk_bone.orig_loc\n edit_bone[\"post_quat\"] = post_quat\n\n '''\n bone = edit_bone\n if psk_bone.parent is not None:\n orig_loc = bone.matrix.translation - bone.parent.matrix.translation\n orig_loc.rotate( bone.parent.matrix.to_quaternion().conjugated() )\n\n \n orig_quat = bone.matrix.to_quaternion()\n orig_quat.rotate( bone.parent.matrix.to_quaternion().conjugated() )\n orig_quat.conjugate()\n\n if orig_quat.dot( psk_bone.orig_quat ) < 0.95:\n print(bone.name, psk_bone.orig_quat, orig_quat, orig_quat.dot( psk_bone.orig_quat ))\n print('parent:', bone.parent.matrix.to_quaternion(), bone.parent.matrix.to_quaternion().rotation_difference(bone.matrix.to_quaternion()) )\n\n\n if (psk_bone.orig_loc - orig_loc).length > 0.02:\n print(bone.name, psk_bone.orig_loc, orig_loc, (psk_bone.orig_loc - orig_loc).length)\n '''\n utils_set_mode('OBJECT')\n \n #==================================================================================================\n # Weights\n if bImportmesh: \n \n vertices_total = len(Vertices)\n \n for ( _, PointIndex, BoneIndex ) in Weights:\n if PointIndex < vertices_total: # can it be not?\n psk_bones[BoneIndex].have_weight_data = True\n # else:\n # print(psk_bones[BoneIndex].name, 'for other mesh',PointIndex ,vertices_total)\n \n #print(\"weight:\", PointIndex, BoneIndex, Weight)\n # Weights.append(None)\n # print(Weights.count(None))\n \n \n # Original vertex colorization code\n '''\n # Weights.sort( key = lambda wgh: wgh[0])\n if bImportmesh:\n VtxCol = []\n bones_count = len(psk_bones)\n for x in range(bones_count):\n #change the overall darkness of each material in a range between 0.1 and 0.9\n tmpVal = ((float(x) + 1.0) \/ bones_count * 0.7) + 0.1\n tmpVal = int(tmpVal * 256)\n tmpCol = [tmpVal, tmpVal, tmpVal, 0]\n #Change the color of each material slightly\n if x % 3 == 0:\n if tmpCol[0] < 128:\n tmpCol[0] += 60\n else:\n tmpCol[0] -= 60\n if x % 3 == 1:\n if tmpCol[1] < 128:\n tmpCol[1] += 60\n else:\n tmpCol[1] -= 60\n if x % 3 == 2:\n if tmpCol[2] < 128:\n tmpCol[2] += 60\n else:\n tmpCol[2] -= 60\n #Add the material to the mesh\n VtxCol.append(tmpCol)\n \n for x in range(len(Tmsh.faces)):\n for y in range(len(Tmsh.faces[x].v)):\n #find v in Weights[n][0]\n findVal = Tmsh.faces[x].v[y].index\n n = 0\n while findVal != Weights[n][0]:\n n = n + 1\n TmpCol = VtxCol[Weights[n][1]]\n #check if a vertex has more than one influence\n if n != len(Weights) - 1:\n if Weights[n][0] == Weights[n + 1][0]:\n #if there is more than one influence, use the one with the greater influence\n #for simplicity only 2 influences are checked, 2nd and 3rd influences are usually very small\n if Weights[n][2] < Weights[n + 1][2]:\n TmpCol = VtxCol[Weights[n + 1][1]]\n Tmsh.faces[x].col.append(NMesh.Col(TmpCol[0], TmpCol[1], TmpCol[2], 0))\n '''\n\n #===================================================================================================\n # UV. Setup.\n \n if bImportmesh:\n # Trick! Create UV maps BEFORE mesh and get (0,0) coordinates for free!\n # ...otherwise UV coords will be copied from active, or calculated from mesh...\n \n if bSpltiUVdata:\n \n for i in range(len(uv_mat_ids)):\n get_uv_layers(mesh_data).new(name = NAME_UV_PREFIX + str(i))\n \n else:\n \n get_uv_layers(mesh_data).new(name = NAME_UV_PREFIX+\"_SINGLE\")\n \n \n for counter, uv_data in enumerate(Extrauvs):\n \n if len(mesh_data.uv_layers) < MAX_UVS:\n \n get_uv_layers(mesh_data).new(name = \"EXTRAUVS\"+str(counter))\n \n else:\n \n Extrauvs.remove(uv_data)\n print('Extra UV layer %s is ignored. Re-import without \"Split UV data\".' % counter)\n \n #================================================================================================== \n # Mesh. Build.\n \n mesh_data.from_pydata(Vertices,[],Faces)\n\n #==================================================================================================\n # Vertex Normal. Set.\n\n if Normals is not None:\n mesh_data.polygons.foreach_set(\"use_smooth\", [True] * len(mesh_data.polygons))\n mesh_data.normals_split_custom_set_from_vertices(Normals)\n mesh_data.use_auto_smooth = True\n \n #===================================================================================================\n # UV. Set.\n \n if bImportmesh:\n\n for face in mesh_data.polygons:\n face.material_index = UV_by_face[face.index][1]\n\n uv_layers = mesh_data.uv_layers\n \n if not bSpltiUVdata:\n uvLayer = uv_layers[0]\n \n # per face\n # for faceIdx, (faceUVs, faceMatIdx, _, _, wmidx) in enumerate(UV_by_face):\n for faceIdx, (faceUVs, faceMatIdx, WedgeMatIds) in enumerate(UV_by_face):\n \n # per vertex\n for vertN, uv in enumerate(faceUVs):\n loopId = faceIdx * 3 + vertN\n \n if bSpltiUVdata:\n uvLayer = uv_layers[WedgeMatIds[vertN]]\n \n uvLayer.data[loopId].uv = uv\n\n #==================================================================================================\n # VertexColors\n \n if VertexColors is not None:\n \n vtx_color_layer = mesh_data.vertex_colors.new(name = \"PSKVTXCOL_0\", do_init = False)\n \n pervertex = [None] * len(Vertices)\n \n for counter, (vertexid,_,_,_) in enumerate(Wedges):\n \n # Is it possible ?\n if (pervertex[vertexid] is not None) and (pervertex[vertexid] != VertexColors[counter]):\n print('Not equal vertex colors. ', vertexid, pervertex[vertexid], VertexColors[counter])\n \n pervertex[vertexid] = VertexColors[counter]\n \n \n for counter, loop in enumerate(mesh_data.loops):\n \n color = pervertex[ loop.vertex_index ]\n \n if color is None:\n vtx_color_layer.data[ counter ].color = (1.,1.,1.,1.)\n else:\n if bToSRGB:\n vtx_color_layer.data[ counter ].color = (\n color_linear_to_srgb(color[0] \/ 255),\n color_linear_to_srgb(color[1] \/ 255),\n color_linear_to_srgb(color[2] \/ 255),\n color[3] \/ 255\n )\n else:\n vtx_color_layer.data[ counter ].color = (\n color[0] \/ 255,\n color[1] \/ 255,\n color[2] \/ 255,\n color[3] \/ 255\n )\n \n #===================================================================================================\n # Extra UVs. Set.\n \n # for counter, uv_data in enumerate(Extrauvs):\n \n # uvLayer = mesh_data.uv_layers[ counter - len(Extrauvs) ]\n \n # for uv_index, uv_coords in enumerate(uv_data):\n \n # uvLayer.data[uv_index].uv = (uv_coords[0], 1.0 - uv_coords[1])\n\n\n for counter, uv_data in enumerate(Extrauvs):\n\n uvLayer = mesh_data.uv_layers[ counter - len(Extrauvs) ]\n\n for faceIdx, (WedgeIdx3,WedgeIdx2,WedgeIdx1) in enumerate(WedgeIdx_by_faceIdx):\n \n # equal to gltf\n uvLayer.data[faceIdx*3 ].uv = (uv_data[WedgeIdx2][0], 1.0 - uv_data[WedgeIdx2][1])\n uvLayer.data[faceIdx*3+1].uv = (uv_data[WedgeIdx1][0], 1.0 - uv_data[WedgeIdx1][1])\n uvLayer.data[faceIdx*3+2].uv = (uv_data[WedgeIdx3][0], 1.0 - uv_data[WedgeIdx3][1])\n # uvLayer.data[faceIdx*3 ].uv = (uv_data[WedgeIdx3][0], 1.0 - uv_data[WedgeIdx3][1])\n # uvLayer.data[faceIdx*3+1].uv = (uv_data[WedgeIdx2][0], 1.0 - uv_data[WedgeIdx2][1])\n # uvLayer.data[faceIdx*3+2].uv = (uv_data[WedgeIdx1][0], 1.0 - uv_data[WedgeIdx1][1])\n \n \n #===================================================================================================\n # Mesh. Vertex Groups. Bone Weights.\n \n for psk_bone in psk_bones:\n if psk_bone.have_weight_data:\n psk_bone.vertex_group = mesh_obj.vertex_groups.new(name = psk_bone.name)\n # else:\n # print(psk_bone.name, 'have no influence on this mesh')\n \n for weight, vertex_id, bone_index_w in filter(None, Weights):\n psk_bones[bone_index_w].vertex_group.add((vertex_id,), weight, 'ADD')\n \n \n #===================================================================================================\n # Skeleton. Colorize.\n \n if bImportbone:\n \n bone_group_unused = armature_obj.pose.bone_groups.new(name = \"Unused bones\")\n bone_group_unused.color_set = 'THEME14'\n\n bone_group_nochild = armature_obj.pose.bone_groups.new(name = \"No children\")\n bone_group_nochild.color_set = 'THEME03'\n\n armature_data.show_group_colors = True\n\n for psk_bone in psk_bones:\n \n pose_bone = armature_obj.pose.bones[psk_bone.name]\n \n if psk_bone.have_weight_data:\n \n if len(psk_bone.children) == 0:\n pose_bone.bone_group = bone_group_nochild\n \n else:\n pose_bone.bone_group = bone_group_unused\n \n \n #===================================================================================================\n # Final\n \n if bImportmesh:\n \n util_obj_link(context, mesh_obj)\n util_select_all(False)\n \n \n if not bImportbone: \n \n util_obj_select(context, mesh_obj)\n util_obj_set_active(context, mesh_obj)\n \n else:\n # select_all(False)\n util_obj_select(context, armature_obj)\n \n # parenting mesh to armature object\n mesh_obj.parent = armature_obj\n mesh_obj.parent_type = 'OBJECT'\n \n # add armature modifier\n blender_modifier = mesh_obj.modifiers.new( armature_obj.data.name, type = 'ARMATURE')\n blender_modifier.show_expanded = False\n blender_modifier.use_vertex_groups = True\n blender_modifier.use_bone_envelopes = False\n blender_modifier.object = armature_obj\n \n # utils_set_mode('OBJECT')\n # select_all(False)\n util_obj_select(context, armature_obj)\n util_obj_set_active(context, armature_obj)\n \n # print(\"Done: %f sec.\" % (time.process_time() - 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error_callback = __pass\n error_callback = print\n )","argument_list":"","return_statement":"","docstring":"Import animation data from 'filepath' using 'oArmature'\n \n Args:\n first_frames: (0 - import all)\n Import only 'first_frames' from each action\n \n bActionsToTrack:\n Put all imported actions in one NLAtrack.\n \n oArmature:\n Skeleton used to calculate keyframes","docstring_summary":"Import animation data from 'filepath' using 'oArmature'\n \n Args:\n first_frames: (0 - import all)\n Import only 'first_frames' from each action\n \n bActionsToTrack:\n Put all imported actions in one NLAtrack.\n \n oArmature:\n Skeleton used to calculate keyframes","docstring_tokens":["Import","animation","data","from","filepath","using","oArmature","Args",":","first_frames",":","(","0","-","import","all",")","Import","only","first_frames","from","each","action","bActionsToTrack",":","Put","all","imported","actions","in","one","NLAtrack",".","oArmature",":","Skeleton","used","to","calculate","keyframes"],"function":"def psaimport(filepath,\n context = None,\n oArmature = None,\n bFilenameAsPrefix = False,\n bActionsToTrack = False,\n first_frames = 0,\n bDontInvertRoot = True,\n bUpdateTimelineRange = False,\n bRotationOnly = False,\n bScaleDown = True,\n fcurve_interpolation = 'LINEAR',\n # error_callback = __pass\n error_callback = print\n ):\n \"\"\"Import animation data from 'filepath' using 'oArmature'\n \n Args:\n first_frames: (0 - import all)\n Import only 'first_frames' from each action\n \n bActionsToTrack:\n Put all imported actions in one NLAtrack.\n \n oArmature:\n Skeleton used to calculate keyframes\n \"\"\"\n print (\"-----------------------------------------------\")\n print (\"---------EXECUTING PSA PYTHON IMPORTER---------\")\n print (\"-----------------------------------------------\")\n \n file_ext = 'psa'\n try:\n psafile = open(filepath, 'rb')\n except IOError:\n error_callback('Error while opening file for reading:\\n \"'+filepath+'\"')\n return False\n \n print (\"Importing file: \", filepath)\n \n \n if not context:\n context = bpy.context\n \n armature_obj = oArmature\n \n if armature_obj is None: \n armature_obj = blen_get_armature_from_selection()\n if armature_obj is None:\n error_callback(\"No armature selected.\")\n return False\n\n\n chunk_id = None\n chunk_type = None\n chunk_datasize = None\n chunk_datacount = None\n chunk_data = None\n\n def read_chunk():\n nonlocal chunk_id, chunk_type,\\\n chunk_datasize, chunk_datacount,\\\n chunk_data\n\n (chunk_id, chunk_type,\n chunk_datasize, chunk_datacount) = unpack('20s3i', psafile.read(32))\n \n chunk_data = psafile.read(chunk_datacount * chunk_datasize)\n #============================================================================================== \n # General Header\n #============================================================================================== \n read_chunk()\n \n if not util_is_header_valid(filepath, file_ext, chunk_id, error_callback):\n return False\n \n #============================================================================================== \n # Bones (FNamedBoneBinary)\n #============================================================================================== \n read_chunk()\n \n psa_bones = {}\n \n def new_psa_bone(bone, pose_bone):\n psa_bone = class_psa_bone()\n \n psa_bones[pose_bone.name] = psa_bone\n \n psa_bone.name = pose_bone.name\n \n psa_bone.pose_bone = pose_bone\n \n if bone.parent != None:\n # does needed parent bone was added from psa file\n if bone.parent.name in psa_bones:\n psa_bone.parent = psa_bones[bone.parent.name]\n # no. armature doesnt match\n else:\n psa_bone.parent = None\n # else:\n # psa_bone.parent = None\n\n # brute fix for non psk skeletons\n if bone.get('orig_quat') is None:\n\n if bone.parent != None:\n \n psa_bone.orig_loc = bone.matrix_local.translation - bone.parent.matrix_local.translation\n psa_bone.orig_loc.rotate( bone.parent.matrix_local.to_quaternion().conjugated() )\n\n psa_bone.orig_quat = bone.matrix_local.to_quaternion()\n psa_bone.orig_quat.rotate( bone.parent.matrix_local.to_quaternion().conjugated() )\n psa_bone.orig_quat.conjugate()\n else:\n psa_bone.orig_loc = bone.matrix_local.translation.copy()\n psa_bone.orig_quat = bone.matrix_local.to_quaternion()\n\n psa_bone.post_quat = psa_bone.orig_quat.conjugated()\n else:\n psa_bone.orig_quat = Quaternion(bone['orig_quat'])\n psa_bone.orig_loc = Vector(bone['orig_loc'])\n psa_bone.post_quat = Quaternion(bone['post_quat'])\n\n return psa_bone\n \n #Bones Data\n BoneIndex2Name = [None] * chunk_datacount\n BoneNotFoundList = []\n BonesWithoutAnimation = []\n PsaBonesToProcess = [None] * chunk_datacount\n BonePsaImportedNames = []\n\n # printlog(\"Name\\tFlgs\\tNumChld\\tPrntIdx\\tQx\\tQy\\tQz\\tQw\\tLocX\\tLocY\\tLocZ\\tLength\\tXSize\\tYSize\\tZSize\\n\")\n\n \n # for case insensetive comparison\n # key = lowered name\n # value = orignal name\n skeleton_bones_lowered = {}\n \n for blender_bone_name in armature_obj.data.bones.keys():\n skeleton_bones_lowered[blender_bone_name.lower()] = blender_bone_name\n\n \n for counter in range(chunk_datacount):\n \n # tPrntIdx is -1 for parent; and 0 for other; no more useful data\n # indata = unpack_from('64s3i11f', chunk_data, chunk_datasize * counter)\n (indata) = unpack_from('64s56x', chunk_data, chunk_datasize * counter)\n in_name = util_bytes_to_str(indata[0])\n # bonename = util_bytes_to_str(indata[0]).upper()\n \n in_name_lowered = in_name.lower()\n if in_name_lowered in skeleton_bones_lowered:\n orig_name = skeleton_bones_lowered[in_name_lowered]\n \n count_duplicates = BonePsaImportedNames.count( in_name_lowered )\n\n if count_duplicates > 0:\n\n duplicate_name_numbered = in_name_lowered + ('.%03d' % count_duplicates)\n\n # print('Dup:', in_name_lowered, '~',duplicate_name_numbered)\n\n # Skeleton have duplicate name too?\n if duplicate_name_numbered in skeleton_bones_lowered:\n orig_name = orig_name + ('.%03d' % count_duplicates)\n else:\n # Skip animation import for that bone\n print(\" PSK do not have numbered duplicate name(but PSA have!):\", duplicate_name_numbered)\n BonePsaImportedNames.append(in_name_lowered)\n continue\n \n \n # use a skeleton bone name \n BoneIndex2Name[counter] = orig_name\n PsaBonesToProcess[counter] = new_psa_bone(armature_obj.data.bones[orig_name], \n armature_obj.pose.bones[orig_name])\n BonePsaImportedNames.append(in_name_lowered)\n else:\n # print(\"Can't find the bone:\", orig_name, in_name_lowered)\n BoneNotFoundList.append(counter)\n \n \n if len(psa_bones) == 0:\n error_callback('No bone was match!\\nSkip import!')\n return False\n \n # does anyone care?\n for blender_bone_name in armature_obj.data.bones.keys():\n if BoneIndex2Name.count(blender_bone_name) == 0:\n BonesWithoutAnimation.append(blender_bone_name)\n \n if len(BoneNotFoundList) > 0:\n print('PSA have data for more bones: %i.' % len(BoneNotFoundList))\n \n if len(BonesWithoutAnimation) > 0:\n print('PSA do not have data for %i bones:\\n' % len(BonesWithoutAnimation), ', '.join(BonesWithoutAnimation))\n #============================================================================================== \n # Animations (AniminfoBinary)\n #============================================================================================== \n read_chunk()\n\n Raw_Key_Nums = 0\n Action_List = [None] * chunk_datacount\n \n for counter in range(chunk_datacount):\n (action_name_raw, #0\n group_name_raw, #1\n Totalbones, #2\n RootInclude, #3\n KeyCompressionStyle, #4\n KeyQuotum, #5\n KeyReduction, #6\n TrackTime, #7\n AnimRate, #8\n StartBone, #9\n FirstRawFrame, #10\n NumRawFrames #11\n ) = unpack_from('64s64s4i3f3i', chunk_data, chunk_datasize * counter)\n \n action_name = util_bytes_to_str( action_name_raw )\n group_name = util_bytes_to_str( group_name_raw )\n\n Raw_Key_Nums += Totalbones * NumRawFrames\n Action_List[counter] = ( action_name, group_name, Totalbones, NumRawFrames)\n \n #============================================================================================== \n # Raw keys (VQuatAnimKey) 3f vec, 4f quat, 1f time\n #============================================================================================== \n read_chunk()\n \n if(Raw_Key_Nums != chunk_datacount):\n error_callback(\n 'Raw_Key_Nums Inconsistent.'\n '\\nData count found: '+chunk_datacount+\n '\\nRaw_Key_Nums:' + Raw_Key_Nums\n )\n return False\n\n Raw_Key_List = [None] * chunk_datacount\n \n unpack_data = Struct('3f4f4x').unpack_from\n \n for counter in range(chunk_datacount):\n pos = Vector()\n quat = Quaternion()\n \n ( pos.x, pos.y, pos.z,\n quat.x, quat.y, quat.z, quat.w\n ) = unpack_data( chunk_data, chunk_datasize * counter)\n \n if bScaleDown:\n Raw_Key_List[counter] = (pos * 0.01, quat)\n else:\n Raw_Key_List[counter] = (pos, quat)\n \n psafile.close()\n \n utils_set_mode('OBJECT')\n\n # index of current frame in raw input data\n raw_key_index = 0\n \n util_obj_set_active(context, armature_obj)\n \n gen_name_part = util_gen_name_part(filepath)\n \n armature_obj.animation_data_create()\n \n if bActionsToTrack:\n nla_track = armature_obj.animation_data.nla_tracks.new()\n nla_track.name = gen_name_part\n nla_stripes = nla_track.strips\n\n nla_track_last_frame = 0\n\n if len(armature_obj.animation_data.nla_tracks) > 0:\n for track in armature_obj.animation_data.nla_tracks:\n if len(track.strips) > 0:\n if track.strips[-1].frame_end > nla_track_last_frame:\n nla_track_last_frame = track.strips[-1].frame_end\n\n \n is_first_action = True\n first_action = None\n \n for counter, (Name, Group, Totalbones, NumRawFrames) in enumerate(Action_List):\n ref_time = time.process_time()\n \n if Group != 'None':\n Name = \"(%s) %s\" % (Group,Name)\n if bFilenameAsPrefix:\n Name = \"(%s) %s\" % (gen_name_part, Name)\n \n action = bpy.data.actions.new(name = Name)\n \n # force print usefull information to console(due to possible long execution)\n print(\"Action {0:>3d}\/{1:<3d} frames: {2:>4d} {3}\".format(\n counter+1, len(Action_List), NumRawFrames, Name)\n )\n \n if first_frames > 0:\n maxframes = first_frames\n keyframes = min(first_frames, NumRawFrames)\n #dev\n # keyframes += 1\n else:\n maxframes = 99999999\n keyframes = NumRawFrames\n \n # create all fcurves(for all bones) for an action\n # for pose_bone in armature_obj.pose.bones:\n for psa_bone in PsaBonesToProcess:\n if psa_bone is None:\n continue\n pose_bone = psa_bone.pose_bone\n \n data_path = pose_bone.path_from_id(\"rotation_quaternion\")\n psa_bone.fcurve_quat_w = action.fcurves.new(data_path, index = 0)\n psa_bone.fcurve_quat_x = action.fcurves.new(data_path, index = 1)\n psa_bone.fcurve_quat_y = action.fcurves.new(data_path, index = 2)\n psa_bone.fcurve_quat_z = action.fcurves.new(data_path, index = 3)\n \n if not bRotationOnly:\n data_path = pose_bone.path_from_id(\"location\")\n psa_bone.fcurve_loc_x = action.fcurves.new(data_path, index = 0)\n psa_bone.fcurve_loc_y = action.fcurves.new(data_path, index = 1)\n psa_bone.fcurve_loc_z = action.fcurves.new(data_path, index = 2)\n \n # 1. Pre-add keyframes! \\0\/\n # 2. Set data: keyframe_points[].co[0..1]\n # 3. If 2 is not done, do 4: (important!!!)\n # 4. \"Apply\" data: fcurve.update()\n # # added keyframes points by default is breaking fcurve somehow\n # # bcs they are all at the same position?\n psa_bone.fcurve_quat_w.keyframe_points.add(keyframes)\n psa_bone.fcurve_quat_x.keyframe_points.add(keyframes)\n psa_bone.fcurve_quat_y.keyframe_points.add(keyframes)\n psa_bone.fcurve_quat_z.keyframe_points.add(keyframes)\n\n if not bRotationOnly:\n psa_bone.fcurve_loc_x.keyframe_points.add(keyframes) \n psa_bone.fcurve_loc_y.keyframe_points.add(keyframes) \n psa_bone.fcurve_loc_z.keyframe_points.add(keyframes) \n \n for i in range(0,min(maxframes, NumRawFrames)):\n # raw_key_index+= Totalbones * 5 #55\n for j in range(Totalbones):\n if j in BoneNotFoundList:\n raw_key_index += 1\n continue\n \n psa_bone = PsaBonesToProcess[j]\n # pose_bone = psa_bone.pose_bone\n \n p_pos = Raw_Key_List[raw_key_index][0]\n p_quat = Raw_Key_List[raw_key_index][1]\n \n # @\n # if psa_bone.parent:\n # quat = (p_quat * psa_bone.post_quat).conjugated() * (psa_bone.orig_quat * psa_bone.post_quat)\n # else:\n # if bDontInvertRoot:\n # quat = (p_quat.conjugated() * psa_bone.post_quat).conjugated() * (psa_bone.orig_quat * psa_bone.post_quat)\n # else:\n # quat = (p_quat * psa_bone.post_quat).conjugated() * (psa_bone.orig_quat * psa_bone.post_quat)\n\n q = psa_bone.post_quat.copy()\n q.rotate( psa_bone.orig_quat )\n\n quat = q\n\n q = psa_bone.post_quat.copy()\n\n if psa_bone.parent == None and bDontInvertRoot:\n q.rotate( p_quat.conjugated() )\n else:\n q.rotate( p_quat )\n\n quat.rotate( q.conjugated() )\n \n # @\n # loc = psa_bone.post_quat.conjugated() * p_pos - psa_bone.post_quat.conjugated() * psa_bone.orig_loc\n \n if not bRotationOnly:\n loc = (p_pos - psa_bone.orig_loc)\n # \"edit bone\" location is in \"parent space\"\n # but \"pose bone\" location is in \"local space(bone)\"\n # so we need to transform from parent(edit_bone) to local space (pose_bone)\n loc.rotate( psa_bone.post_quat.conjugated() )\n \n # if not bRotationOnly:\n # loc = (p_pos - psa_bone.orig_loc)\n # if psa_bone.parent is not None:\n # q = psa_bone.parent.post_quat.copy()\n # q.rotate( psa_bone.parent.orig_quat )\n # print(q)\n # loc.rotate( psa_bone.parent.post_quat.conjugated() )\n # loc.rotate( q.conjugated() )\n # loc.rotate( q )\n # pass\n \n # quat = p_quat.conjugated()\n # quat = p_quat\n # quat.rotate( psa_bone.orig_quat.conjugated() )\n # quat = Quaternion()\n # loc = -p_pos\n # loc = (p_pos - psa_bone.orig_loc)\n # loc = Vector()\n # loc.rotate( psa_bone.post_quat.conjugated() )\n\n # Set it?\n # pose_bone.rotation_quaternion = quat\n # pose_bone.location = loc\n\n # pose_bone.rotation_quaternion = orig_rot.conjugated()\n # pose_bone.location = p_pos - (pose_bone.bone.matrix_local.translation - pose_bone.bone.parent.matrix_local.translation)\n \n ##### Works + post_quat (without location works)\n # quat = (p_quat * psa_bone.post_quat).conjugated() * (psa_bone.orig_quat * psa_bone.post_quat)\n # loc = psa_bone.post_quat.conjugated() * (p_pos - psa_bone.orig_loc)\n\n \n psa_bone.fcurve_quat_w.keyframe_points[i].co = i, quat.w\n psa_bone.fcurve_quat_x.keyframe_points[i].co = i, quat.x\n psa_bone.fcurve_quat_y.keyframe_points[i].co = i, quat.y\n psa_bone.fcurve_quat_z.keyframe_points[i].co = i, quat.z\n \n psa_bone.fcurve_quat_w.keyframe_points[i].interpolation = fcurve_interpolation\n psa_bone.fcurve_quat_x.keyframe_points[i].interpolation = fcurve_interpolation\n psa_bone.fcurve_quat_y.keyframe_points[i].interpolation = fcurve_interpolation\n psa_bone.fcurve_quat_z.keyframe_points[i].interpolation = fcurve_interpolation\n \n \n if not bRotationOnly:\n psa_bone.fcurve_loc_x.keyframe_points[i].co = i, loc.x\n psa_bone.fcurve_loc_y.keyframe_points[i].co = i, loc.y\n psa_bone.fcurve_loc_z.keyframe_points[i].co = i, loc.z\n \n psa_bone.fcurve_loc_x.keyframe_points[i].interpolation = fcurve_interpolation\n psa_bone.fcurve_loc_y.keyframe_points[i].interpolation = fcurve_interpolation\n psa_bone.fcurve_loc_z.keyframe_points[i].interpolation = fcurve_interpolation\n \n # Old path. Slower.\n # psa_bone.fcurve_quat_w.keyframe_points.insert(i,quat.w,{'NEEDED','FAST'}).interpolation = fcurve_interpolation\n # psa_bone.fcurve_quat_x.keyframe_points.insert(i,quat.x,{'NEEDED','FAST'}).interpolation = fcurve_interpolation\n # psa_bone.fcurve_quat_y.keyframe_points.insert(i,quat.y,{'NEEDED','FAST'}).interpolation = fcurve_interpolation\n # psa_bone.fcurve_quat_z.keyframe_points.insert(i,quat.z,{'NEEDED','FAST'}).interpolation = fcurve_interpolation\n\n # psa_bone.fcurve_loc_x.keyframe_points.insert(i,loc.x,{'NEEDED','FAST'}).interpolation = fcurve_interpolation\n # psa_bone.fcurve_loc_y.keyframe_points.insert(i,loc.y,{'NEEDED','FAST'}).interpolation = fcurve_interpolation\n # psa_bone.fcurve_loc_z.keyframe_points.insert(i,loc.z,{'NEEDED','FAST'}).interpolation = fcurve_interpolation\n raw_key_index += 1\n \n # on first frame\n # break\n raw_key_index += (NumRawFrames-min(maxframes,NumRawFrames)) * Totalbones\n\n # Add action to tail of the nla track\n if bActionsToTrack:\n \n if len(nla_track.strips) == 0:\n strip = nla_stripes.new(Name, nla_track_last_frame, action)\n else:\n strip = nla_stripes.new(Name, nla_stripes[-1].frame_end, action)\n\n # Do not pollute track. Makes other tracks 'visible' through 'empty space'.\n strip.extrapolation = 'NOTHING'\n\n nla_track_last_frame += NumRawFrames\n\n if is_first_action:\n first_action = action\n is_first_action = False\n \n print(\"Done: %f sec.\" % (time.process_time() - ref_time))\n # break on first animation set\n # break\n \n scene = util_get_scene(context)\n\n if not bActionsToTrack:\n if not scene.is_nla_tweakmode:\n armature_obj.animation_data.action = first_action\n \n if bUpdateTimelineRange:\n\n scene.frame_start = 0\n\n if bActionsToTrack:\n scene.frame_end = sum(frames for _, _, _, frames in Action_List) - 1\n else:\n scene.frame_end = max(frames for _, _, _, frames in Action_List) - 1\n\n\n util_select_all(False)\n util_obj_select(context, armature_obj)\n util_obj_set_active(context, 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