Import/Export: Unreal psk/psa Import: .psk #21366
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Reference: blender/blender-addons#21366
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Project: Blender Extensions
Tracker: Py Scripts Release
Blender: 2.64
Script name: io_import_scene_unreal_psa_psk.py, export_unreal_psk_psa.py
Homepage: http://sinsoft.com
Wiki page: http://wiki.blender.org/index.php/Extensions:2.5/Py/Scripts/Import-Export/Unreal_psk_psa
Author(s): Darknet, Optimus_P-Fat, Active_Trash, Sinsoft
Category: Import Export
Status: Open
%%%Blender export to unreal psk and psa.
Skeleton mesh are working with correct format.
Animation is working.
Menu panel added to the left panel for exporting.
Blender import psk is work in progress build. It only import mesh frame build. Just the face and vertex data was build for it.%%%
Changed status to: 'Open'
This task was automatically closed as archived as part of migration, because it was determined to be no longer active.
The authoritative list of addons is on the wiki, we no longer have a report for each addon to track bugs and updates. Bugs can be reported individually and assigned to the addon developers. See the #Addons project page for more information on the workflow.
Changed status from 'Open' to: 'Archived'
%%%moving to upload as i jumped the gun a little.
Sorry, will move back to contrib later.
Brendon%%%
%%%Update the export panel a bit from default export.%%%
%%%files updated to run from the Add-Ons menu with bl_addon_info%%%
%%%Fixed the skeleton import. Now imports the PSK skeletons correctly.
First it imports the bone offsets from the psk file. All bones are made to point along the Y-axis.
Next it creates a pose from the reference pose found in the PSK file. %%%
%%%update the export to fix animation frame name changes. Update the import.%%%
%%%Added option exporting all the actions set on check box. Not yet stable for support one more armature or object that will give odd animations. It will add one action set copy.%%%
%%%hi, here's a video tutorial I found for this script.
http://vimeo.com/14951168%%%
%%%It would be great if you could format this script similar to the io_mesh_raw or io_export_anim_mesh_xna, where there is a folder with a init.py file and an import and export file.%%%
%%%update for commit 34647, but it might be unneed because those are commented lines.
http://www.pasteall.org/18964/diff%%%
%%%and, this is fixing for exporter.
http://www.pasteall.org/18965/diff%%%
%%%Here's another reporter giving a fix for registry:
http://projects.blender.org/tracker/index.php?func=detail&aid=26145&group_id=9&atid=498
I'll send him to this tracker too!%%%
%%%hi darknet,
could you drop in irc when you get a chance for a quick chat.
thanks :)%%%
%%%Hi!
Since your script is now in bf-extensions' svn (contrib|trunk) we have deleted the current attachments to avoid that end-users could reach this page and get the wrong version of your script.
Note that your script may have api changes or small maintenence changes applied in SVN.
Please retrieve your script from SVN before updating SVN to avoid mis-versioned scripts.
Thanks!
%%%
%%%Attachet new version of the script.
Made it so that you can use the same material with several different UV textures.
Also made an option to disable limiting the UV co-ordinates between 0 and 1 as (at least the lates version of) the UDK supports texture wrapping.%%%
%%%Hi,
Due to changes to the api including the merging of bmesh, several addons are outdated.
Please, if you are the author of an addon check your script with blender revision 44256 or newer.
That is builds made After blender 2.62 official release.
I would ask that updates be made to your addon before the Blender 2.63 release.
6-8 weeks away.
This allows time for the api to become more exposed & bmesh to stablize furthur.
If you need help, drop into irc freenode #blenderpython or #blendercoders & feel welcome to ask questions.
At the time of 2.63 release, scripts that are not repaired or in active developement will have their tracker page marked "Closed"
this will not affect your links to the tracker, similar to closing scripts in 2.49b, the page will be still availible & can be re-opened.
Thanks for your understanding & patience during these Exciting Times.
Brendon.
%%%
%%%A bug for this addon was reported in the bug tracker:
http://projects.blender.org/tracker/index.php?func=detail&aid=31135&group_id=9&atid=498
The culprit seems to be this line in check_armature():
bpy.ops.object.mode_set(mode='OBJECT')
If you have e.g. an empty scene with no objects, this can't work if there isn't actually any object to change the mode on.%%%
%%%its been reported to me that we seem to have a problem with the psk/psa exporter (UDK Tools) when exporting a modified mesh to be used as a morph-target the faces get meshed up, i've tested this using the newest UDK build.
process was made mesh+morph in blender 2.60a which imported into udk fine
the same mesh+morph was used from 2.61 + 2.62 both worked fine
as of 2.63a and 2.64_rc2 the problem starts. i can provide blend files and udk file for testing if ness%%%
%%%Script name change for io_import_scene_unreal_psa_psk. There might be some bugs. Not yet tested the new import from user help.%%%
%%%'Mesh only' and 'Selected objects' options are enable but the script complains this: 'There is no Armature on the list! Error: There is no Armature on the list!' and doesn't export.%%%
%%%Hello,
I've come across a bug in the plugin. Currently all calls to pack use native word size which causes an issue when using the plugin on 64bit machines. According to http:*udn.epicgames.com/Two/BinaryFormatSpecifications.html the format is designed for 32bits. I think the simplest way to fix this would be to prefix the format strings used with pack with either < or = which would force the proper sizes (http:*docs.python.org/3/library/struct.html#byte-order-size-and-alignment). Alternatively the structure sizes could be computed at run time instead of predefined constants.
I found this problem in version 2.7 (the one which comes packaged with blender 2.68a).
Thank you!
%%%