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io_scene_psk_psa's Issues

Handle MRPHINFO and MRPHDATA sections

Files exported from Hogwarts Legacy have two new data sections: MRPHINFO AND MRPHDATA.

It's unclear what these are. I need to track down people who are able to do a bit of research for me on what these do and provide sample files to work with.

PSA Importing does not work

As the title suggests, unless I am doing something wrong the ability to import PSA does not work, however I can export to PSA no issue I cannot import any PSA onto my selected armature. as the option in the menus does not exist. Looking to hopefully hear back on this soon.

no sequences selected

Blender: 3.4
io_scene_psk_psa: 5.0.5

Testing out some files from MK1, character Ashrah, imported the body mesh .psk from the Template Mesh folder which was successful but when I import the .psa from the Anim folder, it says 'no sequences selected'
image

I tried the same using the older plugin from Befzz and the .psa was imported but it mutated the mesh so I decided to try this newer version but it couldn't even import the .psa

Here are the files: https://drive.google.com/drive/folders/1RmVG6A9KuSNyjfK4W50lTvx839RCxRpE?usp=drive_link

Thanks for your help

Support UE1 animation workflow

People using this add-on for UE1 animations have to do a lot of manual "frame counting" and and physically type out the frame ranges for animations after combining all of their animations into one mega-animation. This workflow is horrible, of course, and could easily be automated.

For the PSA exporter, add an option to switch to "UE1 mode", where the sequences are automatically concatenated together, and write a sidecar file of all the UE1 #exec commands, like below (full sample file also attached):

#exec ANIM SEQUENCE ANIM=AKs74uAnim SEQ=Idle STARTFRAME=1 NUMFRAMES=240 RATE=60 //GROUP=Idle
#exec ANIM SEQUENCE ANIM=AKs74uAnim SEQ=TriggerPull STARTFRAME=241 NUMFRAMES=1 RATE=60 //GROUP=Firing
#exec ANIM SEQUENCE ANIM=AKs74uAnim SEQ=HipFire STARTFRAME=241 NUMFRAMES=9 RATE=60 //GROUP=Firing
#exec ANIM SEQUENCE ANIM=AKs74uAnim SEQ=HIPtoIS STARTFRAME=250 NUMFRAMES=14 RATE=60 //GROUP=Idle
#exec ANIM SEQUENCE ANIM=AKs74uAnim SEQ=ISIdle STARTFRAME=263 NUMFRAMES=240 RATE=60 //GROUP=Idle
#exec ANIM SEQUENCE ANIM=AKs74uAnim SEQ=ISFire STARTFRAME=503 NUMFRAMES=9 RATE=60 //GROUP=Firing

AKs74u.txt

Create special handling for duplicate faces on PSK import

Some PSKs have duplicate faces (i.e., a face with the same 3 vertices as another face), and Blender does not allow this for technical reasons, so our addon discards them as "degenerate faces". However, duplicate faces does not necessarily mean redundant data, since the wedge info (material, UV etc.) can be different for each of the twin faces.

The cleanest and simplest solution is probably to be put these duplicated faces on a separate mesh. The only issue is that the shading will not be consistent because the new geometry would be isolated from its surrounding geometry.

Add automation to support UE1 animation workflow

People using this add-on for UE1 animations have to do a lot of manual "frame counting" and and physically type out the frame ranges for animations after combining all of their animations into one mega-animation. This workflow is horrible, of course, and could easily be automated.

For the PSA exporter, add an option to switch to "UE1 mode", where the sequences are automatically concatenated together, and write a sidecar file of all the UE1 #exec commands, like below (full sample file also attached):

#exec ANIM SEQUENCE ANIM=AKs74uAnim SEQ=Idle STARTFRAME=1 NUMFRAMES=240 RATE=60 //GROUP=Idle
#exec ANIM SEQUENCE ANIM=AKs74uAnim SEQ=TriggerPull STARTFRAME=241 NUMFRAMES=1 RATE=60 //GROUP=Firing
#exec ANIM SEQUENCE ANIM=AKs74uAnim SEQ=HipFire STARTFRAME=241 NUMFRAMES=9 RATE=60 //GROUP=Firing
#exec ANIM SEQUENCE ANIM=AKs74uAnim SEQ=HIPtoIS STARTFRAME=250 NUMFRAMES=14 RATE=60 //GROUP=Idle
#exec ANIM SEQUENCE ANIM=AKs74uAnim SEQ=ISIdle STARTFRAME=263 NUMFRAMES=240 RATE=60 //GROUP=Idle
#exec ANIM SEQUENCE ANIM=AKs74uAnim SEQ=ISFire STARTFRAME=503 NUMFRAMES=9 RATE=60 //GROUP=Firing

AKs74u.txt

Can't import animations to armatures that are missing bones.

This issue is still present, im unable to import animations to armatures with missing bones, that exist in the anim data. There doesn't seem to be anything in the settings that im missing. Other blender psa/psk importer plugins do not have this issue.

image

Importing UE2 PSA going wrong

Trying to import PSA files is not working, the models are from POSTAL 2(UE2) and Killing Floor 1 (UE2.5).

I select the armature and i try to import the PSA:

image

image

no results at all, am i doing something wrong?

the plugin version is 5.0.0 and blender version 3.4.0.

Having issues installing this into Blender 2.83

Hello Colin,

I seem to be having issues installing this into 2.83. It does not show up in my addons folder?

Can you please advise? I tried installing the io_export_psk_psa-master.zip file, but it seems to be not showing up in the addons screen nor does the init file.

Thanks.

IndexError when exporting

Hi, so sorry if I am posting this incorrectly, I've never commented on Github before. When attempting to export as a PSK I was given this error:
psk error
I am using Blender 2.93. I am new to Blender as well so this could be a problem on my end that I can fix myself. Any help would be appreciated.

Model imports at 100x the scale.

Unreal's units are centimeters (cm), while Blender's are meters (m) by default. The addon currently doesn't convert from cm to m making the models import at a much higher (exactly 100x) scale.

Installation problems

The plugin is not in the list of installed, although I followed the instructions and saw a message about the successful completion of the installation. Can you please tell me what to do? :(

ActorX

I'm wondering if it's possible to port/recreate ActorX for blender, and if not, then copy over some of the options/features used for export.

Source code: github ActorX
It's under a BSD-3 Clause License.

No option to import .psa animation files

I downloaded the latest 4.2.0 2022-11-25 release, io_scene_pks_psa-master-4.2.0.zip
https://github.com/DarklightGames/io_scene_psk_psa/releases/tag/4.2.0

Importing it to Blender works fine, and psk shows up for import, and psk and psa shows up for export. But psa doesn't show up for import.

Currently trying to import animations for Befzz's version is bugged. This looks promising, and the psk importer works great. But it can't import psa, at least not by default.

image image

Is there a way to convert more than one model?

Is there a way of converting more than one .psk/.psa at the same time?
I have dozens of .psk, and wanter convert them "at the same time" ... I heard of using python scripting in blender, but I didn't managed to get it working

Error in Blender 3.4.1 when importing .psk file

Python: Traceback (most recent call last):
File "C:\Users\Admin\AppData\Roaming\Blender Foundation\Blender\3.4\scripts\addons\io_scene_psk_psa\psk\importer.py", line 320, in execute
psk = read_psk(self.filepath)
File "C:\Users\Admin\AppData\Roaming\Blender Foundation\Blender\3.4\scripts\addons\io_scene_psk_psa\psk\reader.py", line 49, in read_psk
raise RuntimeError(f'Unrecognized section "{section.name} at position {15:fp.tell()}"')
ValueError: Invalid format specifier

"No Sequence Selected"

So I attempted to import a PSA Sequence into Blender, and I was greeted with "no sequence selected" instead, Not sure if this is because I did something wrong. I had the skeleton selected and everything!

Add an option to automatically freeze actions upon import

Actions with zero users will be discarded upon saving, which very much kind of sucks.

Give the user the ability to freeze the imported actions by assigning a fake-user or by stashing it in the NLA stack as a non-contributing track.

I cannot install the addon

Hi! I do not know if I am being stupid or something, but when I try to install the addon, it comes up as a Traceback error in Blender. I've never had that happen before, so I am completely lost on what to do! I have attached the error message I got below.
image_2023-06-08_175324915

PSA Doesn't show up.

When I import the batman beyond suit from Arkham City and try to import animations the import psa doesn't show up is this normal?

After exporting it everything is a mess (3d Model looks so small!)

Hi. After exporting my modified mesh it looks weird, after import it back it looks too small in comparation to the retail model. The images go in this way (left to right)

Preview in blender from my modified model, preview in MilkShape 3D (exported), preview in MilkShape 3D (Retail) then there are two comparations, where the most small is the exported with your addon (Blue wireframes in MilkShape 3D are supposed to be bones, the skeleton in general. Apparently if it is small and where the root bone is like the retail who have it where the arm start is correct).

Hope this can be patched or be told if something I'm doing wrong.

Thanks in advance
Uzublecker

Mesh (modified with new knife) NOT JOINTED - connected by bones
Milkshape preview (Exported)
MilkShape preview (Retail model)
Preview between retail (left) and exported (right)
Preview 2 - exported it's very small

Bones can be exported with names that are not handled correctly by Unreal Engine

This is more of a compatibility bug than it is a bug with the exporter itself.

If a bone has a name that is not properly serializable by the UT engine, the bone will be present, but will not properly animate. This is likely because the bone names are being serialized as name types within the engine, which only allow ASCII alphanumeric, spaces, and underscore characters.

There are a couple of solutions here:

  1. Only allow ASCII alphanumeric, spaces, and underscore characters (throw an error)
  2. Automatically transform the names of the bones to replace invalid characters.

I'm leaning heavily towards the first solution, since it results in less "magic" and surprises for bone names when it comes to hooking things up in code. I'm not sure if this is a problem with UE3, but I would assume it has the same issue.

Exporter incorrectly allows multi-root armatures to be exported in a broken state

The PSK format assumes a single bone as the root, but it is possible in Blender to have multiple root bones in an armature. Our exporter simply soldiers through this and incorrectly parents all secondary root bones to the first bone in the armature, resulting in incorrectly parented bones that screw up all of the animations.

The solution here should be to strictly enforce the single-root-bone rule. In future, we can automatically insert one into the PSK and PSA upon export so that the user isn't inconvenienced by the limitation of the format.

Where is the PSA importer?

After importing the PSK model and selecting its armature, there is no choice to import PSA in File>import, I tried in blender 2,9,3 and 3,3
used io_scene_psk_psa-master-4.3.0.zip

fmodel blendshape bug

Hello, CMBASNETT ,I saw that you recently fixed a bug about the fmodel library, and would like to ask how to fix the fmodel exported PSK format model facial expression error
N @%{0HU_%8YD580)AD 6CN

Issue about Exporting .psk file

I am currently using the blender 3.6 version.
The .pskx file is imported via your add-on and extracted as a .psk file, but the file is not created.
The add-on has been updated to the latest version of 5.0.3.

Model starts out 100 times too big

So I'm not experiencing this issue with Befzz's importer. But whenever I import something with this addon using File > Import > PSK I get a model which is 100 times bigger than it should be like it's 196m tall instead of 1.96m and I need to bring it down to normal scale for lighting. This would be fine because I can just scale down the model, but also the bones are really small. I don't know if that's related to the scaling issue but it is very difficult to select the bones which makes hard to use the model in general. But honestly very nice work on maintaining this add on thank you for all your effort!

Question: (Flat?) Bones

Kinda stupid question, unless it was already answered, but why (almost) all of the bone tails are always flat/directed in one direction upon importing them? Each of them have different roll values though. FYI: Those are cat legs.

image

Blender não importa

não consigo importar o arquivo para dentro do blender, ele fica invisivel na aba de ativação, mas dentro da pasta "Addons" ele está la importado e completo.

Google Translate:
I can't import the file into Blender, it is invisible in the activation tab, but inside the "Addons" folder it is imported and complete.

Troubleshooting about Import PSA file

I installed add-on package, but there is no option about importing .psa file.
I'm using Blender 3.6.0.
Thank you for your effort in maintaining this project.
PSA

2.83 not supported

Hi. Just a note. Had no issues with 3.4, but unlike what the readme says, 2.83 is not quite supported. The psa interface is broken in earlier versions, causing no 'import' button to appear:

Traceback (most recent call last):
  File "io_scene_psk_psa/psa/importer.py", line 558, in draw
    col = layout.column(heading='')
TypeError: UILayout.column(): was called with invalid keyword argument(s) (heading), expected (align)

Improve interface for selecting actions to be imported and exported

image

The current action list has the following deficiencies:

For large action sets, it is unclear how many actions are selected for import.

The user could select the actions they want to act upon and then push them down into a separate "staging" list. This would make it much clearer which animations are going to be acted upon.

It is inconvenient to have to scroll through and select each animation you want to import or export.

The filtering functionality is great, but the user still has to go and manually tick the boxes of the actions they want to act on. It would be great if there was an option to push all the actions currently visible down to the staging list. This would make filtering much more powerful.

It is not made clear if the associated armature object and PSA are even compatible (e.g., it is possible to import actions even when the armature has no matching bones for those actions)

A compatibility report should be displayed on the PSA Import panel, detailing how many matching or mismatching bones there are.

Baking Smoothing Groups (/UnrealEd ignores smoothing)? Edit: Ignore/archive

Something I've noticed is that despite the smoothing being exported correctly as seen in the noesis screen snip below -
Capture
UnrealEd just ignores it and makes it's own smoothing for the model.
Capture 2
ActorX has an option that might be relevant to this issue - baking the smoothing groups when exporting. It basically splits the model along sharp edges (with the obvious drawback being more verts).
https://docs.unrealengine.com/udk/Two/ActorXMaxTutorial.html#Bake%20Smoothing%20Groups

Edit: Only lights show off the smoothing (and the camera doesn't factor into it)

Allow users to change the exported PSK material order

The order of the materials upon PSK is undefined when exporting multiple meshes. This is because the exporter builds the material list from whatever objects happen to be selected, in an order that is unknown.

The solution here is to have a materials panel in the PSK export that allows the user to rearrange the order. This ordering should be saved if possible so that subsequent exports don't have to repeatedly re-order the materials.

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