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umesh.py
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import os, io, sys, math, uuid, bpy, bmesh, importlib, time, struct
from ctypes import *
from mathutils import Vector, Matrix
from bpy.props import *
from bpy_extras.io_utils import ImportHelper
cur_dir = os.path.dirname(__file__)
if cur_dir not in sys.path: sys.path.append(cur_dir)
import uasset, umat, register_helper
from uasset import UAsset, Export, FStripDataFlags, FVector, FVector4, FVector2D, FColor, Euler, PrintableStruct
from umat import TryGetUMaterialImport
def uint16_to_float(value:c_uint16):
sign = (value >> 15) & 0b0000000000000001
exp = (value >> 10) & 0b0000000000011111
mant = value & 0b0000001111111111
exp = exp + (127 - 15)
return struct.unpack('<f', struct.pack('<I', (sign << 31) | (exp << 23) | (mant << 13)))[0]
class FApexClothPhysToRenderVertData(PrintableStruct): _fields_ = ( ('pos_bary_d', FVector4), ('normal_bary_d', FVector4), ('tang_bary_d', FVector4), ('simul_mesh_vert_inds', c_int16 * 4), ('pad', c_int32 * 2) )
class FPackedNormal(PrintableStruct):
_fields_ = ( ('packed', c_uint32), )
def Unpack(self):
# TODO: Handle 4.20: ^ 0b10000000100000001000000010000000 # offset by 128
return ( # Y, X, Z
((self.packed >> 8 ) & 0xFF) / 127.5 - 1,
( self.packed & 0xFF) / 127.5 - 1,
((self.packed >> 16) & 0xFF) / 127.5 - 1
)
class FMeshUVHalf(PrintableStruct):
_fields_ = ( ('u', c_uint16), ('v', c_uint16) )
def ToFloat2(self): return (uint16_to_float(self.u), 1 - uint16_to_float(self.v))
class BulkHeader:
def Read(self, f:uasset.ByteStream, summary:uasset.USummary):
self.flags = f.ReadUInt32()
b64 = self.flags & 0x2000 # Size64Bit
assert not b64
self.count = f.ReadUInt64() if b64 else f.ReadUInt32()
self.byte_size = f.ReadUInt64() if b64 else f.ReadUInt32()
self.offset = f.ReadInt32() if summary.version_ue4 < 198 else f.ReadInt64()
if not (self.flags & 0x10000): self.offset += summary.bulk_data_offset # NoOffsetFixUp
return self
v_obj_guid = uuid.UUID('E4B068ED-42E9-F494-0BDA-31A241BB462E') # 0xE4B068ED, 0xF49442E9, 0xA231DA0B, 0x2E46BB41
v_ent_obj_guid = uuid.UUID('9DFFBCD6-0158-494F-8212-21E288A8923C') # 0x9DFFBCD6, 0x494F0158, 0xE2211282, 0x3C92A888
v_tang_guid = uuid.UUID('5579F886-4C1F-933A-7B08-BA832FB96163') #
v_ren_guid = uuid.UUID('12F88B9F-4AFC-8875-0CD9-7CA629BD3A38') # 0x12F88B9F, 0x88754AFC, 0xA67CD90C, 0x383ABD29
v_skel_guid = uuid.UUID('D78A4A00-4697-E858-B519-A8BAB4467D48') # 0xD78A4A00, 0xE8584697, 0xBAA819B5, 0x487D46B4
def ReadStripFlags(f:uasset.ByteStream, summary:uasset.USummary, min_v = 130) -> FStripDataFlags: return f.ReadStructure(FStripDataFlags) if summary.version_ue4 >= min_v else FStripDataFlags()
def ReadFMultisizeIndexContainer(f:uasset.ByteStream, summary:uasset.USummary):
if summary.version_ue4 < 283: need_cpu_access = f.ReadBool32() # VER_UE4_KEEP_SKEL_MESH_INDEX_DATA
size = f.ReadUInt8()
return f.ReadBulkArray(c_uint16 if size == 2 else c_uint32)
def ReadMeshBulkData(self:Export, asset:UAsset, f:uasset.ByteStream): # FByteBulkData
bulk = BulkHeader().Read(f, asset.summary)
if bulk.flags & 0x20 or bulk.count == 0: return None # BULKDATA_Unused, No data
assert not (bulk.flags & (0x100 | 0x800)) # PayloadInSeperateFile | OptionalPayload
if bulk.flags & 0x1: # PayloadAtEndOfFile
assert bulk.offset + 16 <= os.fstat(f.byte_stream.raw.fileno()).st_size, "Offset is outside file"
p = f.Position()
# FByteBulkData::SerializeData
assert asset.summary.compression_flags == 0
f.Seek(bulk.offset)
if bulk.flags & (0x02 | 0x10 | 0x80): raise Exception("CompressedZlib | CompressedLzo | CompressedLzx Unsupported")
# FRawMesh
version, version_licensee = (f.ReadInt32(), f.ReadInt32())
face_mat_indices:list[c_int32] = f.ReadArray(c_int32)
f.SkipArray(c_uint32)#face_smoothing_mask = f.ReadArray(c_uint32)
vertices:list[FVector] = f.ReadArray(FVector)
wedge_indices = f.ReadArray(c_int32)
f.SkipArray(FVector)#wedge_tangents = f.ReadArray(FVector)
f.SkipArray(FVector)#wedge_binormals = f.ReadArray(FVector)
wedge_normals:list[FVector] = f.ReadArray(FVector)
wedge_uvs:list[list[FVector2D]] = []
for i_uv in range(8): wedge_uvs.append(f.ReadArray(FVector2D))
wedge_colors:list[FColor] = f.ReadArray(FColor)
if version >= 1: mat_index_to_import_index = f.ReadArray(c_int32)
bmsh = bmesh.new()
for pos in vertices: bmsh.verts.new(Vector((pos.y, pos.x, pos.z)))
bmsh.verts.ensure_lookup_table()
uvs = []
for i_uv in range(len(wedge_uvs)):
if len(wedge_uvs[i_uv]) > 0: uvs.append(bmsh.loops.layers.uv.new(f"UV{i_uv}"))
has_normals = len(wedge_normals) > 0
has_colors = len(wedge_colors) > 0
if has_colors: col_lay = bmsh.loops.layers.color.new("Color")
spl_norms = []
for i_wedge in range(0, len(wedge_indices), 3):
try:
face = bmsh.faces.new((
bmsh.verts[wedge_indices[i_wedge+0]],
bmsh.verts[wedge_indices[i_wedge+1]],
bmsh.verts[wedge_indices[i_wedge+2]]
))
loops = face.loops
i_poly = int(i_wedge / 3)
#face.smooth = face_smoothing_mask[i_poly] == 0
face.material_index = face_mat_indices[i_poly]
if has_normals:
n1 = wedge_normals[i_wedge + 0]
n2 = wedge_normals[i_wedge + 1]
n3 = wedge_normals[i_wedge + 2]
spl_norms.append(Vector((n1.y, n1.x, n1.z)))
spl_norms.append(Vector((n2.y, n2.x, n2.z)))
spl_norms.append(Vector((n3.y, n3.x, n3.z)))
if has_colors:
col1 = wedge_colors[i_wedge + 0]
col2 = wedge_colors[i_wedge + 1]
col3 = wedge_colors[i_wedge + 2]
loops[0][col_lay] = Vector((col1.r,col1.g,col1.b,col1.a)) / 255.0
loops[1][col_lay] = Vector((col2.r,col2.g,col2.b,col2.a)) / 255.0
loops[2][col_lay] = Vector((col3.r,col3.g,col3.b,col3.a)) / 255.0
for i_uv in range(len(uvs)):
uv1 = wedge_uvs[i_uv][i_wedge + 0]
uv2 = wedge_uvs[i_uv][i_wedge + 1]
uv3 = wedge_uvs[i_uv][i_wedge + 2]
loops[0][uvs[i_uv]].uv = (uv1.x, 1-uv1.y)
loops[1][uvs[i_uv]].uv = (uv2.x, 1-uv2.y)
loops[2][uvs[i_uv]].uv = (uv3.x, 1-uv3.y)
except ValueError: pass # Face already exists
mesh = bpy.data.meshes.new(self.object_name)
mesh.name = self.object_name
bmsh.to_mesh(mesh)
if has_normals: mesh.normals_split_custom_set(spl_norms)
mesh.use_auto_smooth = True
mesh.transform(Matrix.Identity(4) * 0.01)
mesh["UAsset"] = self.asset.f.byte_stream.name
# TODO: flip_normals() faster?
f.Seek(p)
return mesh
def ReadFSkelMeshVertexBase(f:uasset.ByteStream, v_ren):
pos = f.ReadStructure(FVector)
if v_ren < 26: packed_normals = f.ReadStructure(FPackedNormal * 3) # IncreaseNormalPrecision
else: new_nx, new_ny, new_nz = (f.ReadStructure(FVector), f.ReadStructure(FVector), f.ReadStructure(FVector4))
def ImportStaticMesh(self:Export, import_materials=True, log=True):
t0 = time.time()
asset = self.asset
f = self.asset.f
self.ReadProperties(False, False)
if f.ReadInt32(): self.guid = f.ReadGuid()
strip_flags = ReadStripFlags(f, asset.summary)
cooked = f.ReadBool32()
body_setup = asset.DecodePackageIndex(f.ReadInt32())
if asset.summary.version_ue4 >= 216: nav_collision = asset.DecodePackageIndex(f.ReadInt32())
editor_data_stripped = strip_flags.StripForEditor()
if not editor_data_stripped:
assert asset.summary.version_ue4 >= 242
highres_source_mesh_name, crc = (f.ReadFString(), f.ReadUInt32())
lighting_guid = f.ReadGuid()
socket_count = f.ReadInt32()# TArray<UStaticMeshSocket*> Sockets
assert socket_count == 0
v_obj = asset.summary.custom_versions.get(v_obj_guid, 0)
editor = not (asset.summary.package_flags & 0x8)
if not editor_data_stripped:
for src_model in self.properties['SourceModels'].value:
if v_obj < 28: # FEditorObjectVersion::StaticMeshDeprecatedRawMesh
lod_mesh = ReadMeshBulkData(self, asset, f)
if lod_mesh: mesh = lod_mesh
guid, is_hash = (f.ReadGuid(), f.ReadBool32())
elif f.ReadBool32():
lod_mesh = ReadMeshBulkData(self, asset, f)
if lod_mesh: mesh = lod_mesh
if v_obj >= 29: guid = f.ReadGuid() # FEditorObjectVersion::MeshDescriptionBulkDataGuid
v_enterprise_obj = asset.summary.custom_versions.get(v_ent_obj_guid, 0)
if v_enterprise_obj >= 8: is_hash = f.ReadBool32() # FEnterpriseObjectVersion::MeshDescriptionBulkDataGuidIsHash
assert not cooked
ue4_v = asset.summary.compatible_version
ue4_14_or_above = ue4_v.major >= 4 and ue4_v.minor >= 14
if ue4_14_or_above:
speedtree_wind = f.ReadBool32()
assert not speedtree_wind
if v_obj >= 8:
# TArray<FStaticMaterial> StaticMaterials
for i in range(f.ReadInt32()):
mat_interface, mat_slot_name = (asset.DecodePackageIndex(f.ReadInt32()), f.ReadFName(asset.names))
if editor: imported_mat_slot_name = f.ReadFName(asset.names)
if v_obj >= 10:
initialized, override_densities = (f.ReadBool32(), f.ReadBool32())
local_uv_densities = (f.ReadFloat(), f.ReadFloat(), f.ReadFloat(), f.ReadFloat())
if import_materials: mesh.materials.append(TryGetUMaterialImport(mat_interface, mesh=mesh))
elif import_materials:
material_props:list[uasset.UProperty] = self.properties.TryGetValue('Materials', [])
for mat_prop in material_props:
mesh.materials.append(TryGetUMaterialImport(mat_prop.value, mesh=mesh))
# remaining is SpeedTree
if log: print(f"Imported {self.object_name} ({len(mesh.vertices)} Verts, {len(mesh.polygons)} Tris, {len(mesh.materials)} Materials): {(time.time() - t0) * 1000:.2f}ms")
return mesh
def ImportSkeletalMesh(self:Export, import_materials=True, o=None):
asset = self.asset
f = asset.f
collection = bpy.context.collection
self.ReadProperties(False, False)
'''if sk := self.properties.TryGetValue('Skeleton'):
armature = bpy.data.armatures.new(sk.object_name)
armature_obj = bpy.data.objects.new(armature.name, armature)
collection.objects.link(armature_obj)'''
if f.ReadInt32(): self.guid = f.ReadGuid()
strip_flags = ReadStripFlags(f, asset.summary)
bounds = f.ReadStructure(uasset.FBoxSphereBounds)
v_obj = asset.summary.custom_versions.get(v_obj_guid, 0)
v_tangent = asset.summary.custom_versions.get(v_tang_guid, 0)
v_ren = asset.summary.custom_versions.get(v_ren_guid, 0)
v_skel = asset.summary.custom_versions.get(v_skel_guid, 0)
bmsh = bmesh.new()
# TArray<FSkeletalMaterial> Materials;
materials = []
for i in range(f.ReadInt32()):
mat_import = asset.DecodePackageIndex(f.ReadInt32())
materials.append(mat_import)
assert v_obj < 8 # RefactorMeshEditorMaterials
if asset.summary.version_ue4 >= 302: shadow_casting = f.ReadBool32() # VER_UE4_MOVE_SKELETALMESH_SHADOWCASTING
if v_tangent >= 1: recompute_tangent = f.ReadBool32() # RuntimeRecomputeTangent
assert v_ren < 10 # TextureStreamingMeshUVChannelData
# FReferenceSkeleton
#ref_bone_info = # TArray<FMeshBoneInfo>
ref_bone_info = []
for i in range(f.ReadInt32()):
name, i_parent = (f.ReadFName(asset.names), f.ReadInt32())
assert i_parent >= -1
if asset.summary.version_ue4 < 310: color = f.ReadStructure(FColor) # VER_UE4_REFERENCE_SKELETON_REFACTOR
if asset.summary.version_ue4 >= 370: export_name = f.ReadFString() # VER_UE4_STORE_BONE_EXPORT_NAMES
ref_bone_info.append((name, i_parent))
ref_bone_pose:list[uasset.FTransform] = f.ReadArray(uasset.FTransform) # TArray<FTransform>
'''bpy.context.view_layer.objects.active = armature_obj
armature_obj.select_set(True)
armature.show_names = True
armature_obj.show_in_front = True
bpy.ops.object.mode_set(mode='EDIT')
for i in range(len(ref_bone_info)) :
name, i_parent = ref_bone_info[i]
bone = armature.edit_bones.new(name)
transform = ref_bone_pose[i]
euler = transform.rotation.ToEuler()
#euler = Euler((0,0,0), 'YXZ')
euler = Euler((-euler.x, -euler.z, -euler.y), 'YXZ')
print(f"{i} {name} {euler}")
#bone.head = transform.translation.ToVectorPos() * 0.01
#bone.head = transform.translation.ToVector() * 0.01
#bone.tail = bone.head + Vector((0, 0, 0.1))
matrix = Matrix.LocRotScale(transform.translation.ToVectorPos() * 0.01, euler, transform.scale.ToVector())
#bone.head = matrix @ Vector((0,0,0))
#bone.tail = matrix @ Vector((0.01,0,0))
if i_parent != -1:
bone.parent = armature.edit_bones[i_parent]
#matrix = matrix @ bone.parent.matrix
matrix = bone.parent.matrix @ matrix
bone.head = (0,0,0)
bone.tail = (0.01,0,0)
#bone.tail = (0,0.01,0)
bone.matrix = matrix
bpy.ops.object.mode_set(mode='OBJECT')'''
index_to_name = {}
if asset.summary.version_ue4 >= 310: # VER_UE4_REFERENCE_SKELETON_REFACTOR
for i in range(f.ReadInt32()):
key, value = ( f.ReadFName(asset.names), f.ReadInt32() )
index_to_name[value] = key
#print(f"{value} {key}")
else:
for i in range(len(ref_bone_info)): index_to_name[i] = ref_bone_info[i][0]
mesh = bpy.data.meshes.new(self.object_name) # TODO: oy vey, static mesh doesn't have to create an object
mesh.name = self.object_name
o = bpy.data.objects.new(mesh.name, mesh)
collection.objects.link(o)
#modifier = o.modifiers.new("Skeleton", 'ARMATURE')
#modifier.object = armature_obj
bone_groups:list[bpy.types.VertexGroup] = []
for i in sorted(index_to_name): bone_groups.append(o.vertex_groups.new(name=index_to_name[i]))
if v_skel < 12: # SplitModelAndRenderData
# lods =
for i_lod in range(f.ReadInt32()):
# FStaticLODModel4
lod_strip_flags = ReadStripFlags(f, asset.summary)
has_cloth_data = False
# FSkelMeshSection4 sections
sections = []
for i_sect in range(f.ReadInt32()):
sect_strip_flags = ReadStripFlags(f, asset.summary)
strip_server = sect_strip_flags.StripForServer()
i_mat = f.ReadInt16()
if v_skel < 1: i_chunk = f.ReadInt16() # CombineSectionWithChunk
if not strip_server:
i_base, tri_count = (f.ReadInt32(), f.ReadInt32())
sections.append((i_mat, i_base, tri_count))
if v_skel < 13: tri_sorting = f.ReadUInt8() # RemoveTriangleSorting
if asset.summary.version_ue4 >= 254: # VER_UE4_APEX_CLOTH
if v_skel < 15: disabled = f.ReadBool32() # DeprecateSectionDisabledFlag
if v_skel < 14: cloth_section = f.ReadInt16() # RemoveDuplicatedClothingSections
if asset.summary.version_ue4 >= 280: enable_cloth_lod_depricated = f.ReadUInt8() # VER_UE4_APEX_CLOTH_LOD
if v_tangent >= 1: recompute_tangent = f.ReadBool32() # RuntimeRecomputeTangent
if v_tangent >= 2: recompute_tangent_vert_mask_channel = f.ReadUInt8() # RecomputeTangentVertexColorMask
if v_obj >= 8: cast_shadow = f.ReadBool32() # RefactorMeshEditorMaterials
if v_skel >= 1: # CombineSectionWithChunk
if not strip_server: i_base_vert = f.ReadUInt32()
if not sect_strip_flags.StripForEditor(): # TODO
if v_skel < 2: raise # CombineSoftAndRigidVerts
raise
raise
if v_skel < 12: indices = ReadFMultisizeIndexContainer(f, asset.summary) # SplitModelAndRenderData
else: indices = f.ReadArray(c_uint32)
active_bone_indices = f.ReadArray(c_int16) # Bones with vertices
assert not (asset.summary.compatible_version.major >= 4 and asset.summary.compatible_version.minor >= 20), "Handle packed normals"
chunks = None
if v_skel < 1: # CombineSectionWithChunk
# TArray<FSkelMeshChunk4> Chunks
chunks = []
for i_chunk in range(f.ReadInt32()):
strip_flags = ReadStripFlags(f, asset.summary)
if not strip_flags.StripForServer(): base_vert_i = f.ReadInt32()
if not strip_flags.StripForEditor():
skel_influences = 8 if asset.summary.version_ue4 >= 332 else 4 # VER_UE4_SUPPORT_8_BONE_INFLUENCES_SKELETAL_MESHES
# FRigidVertex4 rigid_verts
for i in range(f.ReadInt32()):
ReadFSkelMeshVertexBase(f, v_ren)
uvs, color, i_bone = (f.ReadStructure(FVector2D * 4), f.ReadStructure(FColor), f.ReadUInt8())
# FSoftVertex4 soft_verts
for i in range(f.ReadInt32()):
ReadFSkelMeshVertexBase(f, v_ren)
uvs, color = (f.ReadStructure(FVector2D * 4), f.ReadStructure(FColor))
assert skel_influences > 4 and skel_influences <= 8
bone_indices = f.ReadStructure(c_ubyte * skel_influences)
bone_weights = f.ReadStructure(c_ubyte * skel_influences)
bone_map, rigid_vert_c, soft_vert_c, max_bone_influences = (f.ReadArray(c_uint16), f.ReadInt32(), f.ReadInt32(), f.ReadInt32())
if asset.summary.version_ue4 >= 254: # VER_UE4_APEX_CLOTH
cloth_mappings, physical_mesh_verts, physical_mesh_norms = (f.ReadArray(FApexClothPhysToRenderVertData), f.ReadArray(FVector), f.ReadArray(FVector))
cloth_asset_i, cloth_submesh_i = (f.ReadInt16(), f.ReadInt16())
has_cloth_data |= len(cloth_mappings) > 0
chunks.append((rigid_vert_c, soft_vert_c, bone_map))
lod_size = f.ReadInt32()
if not lod_strip_flags.StripForServer(): vert_c = f.ReadInt32()
required_bones = f.ReadArray(c_int16)
if not lod_strip_flags.StripForEditor():
bulk = BulkHeader().Read(f, asset.summary)
if not (bulk.flags & (0x1 | 0x100)): # BULKDATA_PayloadAtEndOfFile | BULKDATA_PayloadInSeperateFile
if bulk.flags & 0x40: f.Seek(bulk.byte_size, mode=io.SEEK_CUR) # BULKDATA_ForceInlinePayload
if asset.summary.version_ue4 >= 152: mesh_to_import_vert_map, max_import_vert_i = (f.ReadArray(c_int32), f.ReadInt32()) # VER_UE4_ADD_SKELMESH_MESHTOIMPORTVERTEXMAP
vert_weights = []
spl_norms = []
if not lod_strip_flags.StripForServer(): # geometry TODO: var?
uv_c = f.ReadInt32()
ue_uvs = []
mdl_uvs = []
for i_uv in range(uv_c): mdl_uvs.append(bmsh.loops.layers.uv.new(f"UV{i_uv}"))
if v_skel < 12: # SplitModelAndRenderData
# FSkeletalMeshVertexBuffer4 VertexBufferGPUSkin
vb_strip = ReadStripFlags(f, asset.summary, 269) # VER_UE4_STATIC_SKELETAL_MESH_SERIALIZATION_FIX
uv_c, float_uvs = (f.ReadInt32(), f.ReadBool32())
assert uv_c > 0 and uv_c < 32
if asset.summary.version_ue4 >= 334 and v_skel < 7: extra_bone_influences = f.ReadBool32() # VER_UE4_SUPPORT_GPUSKINNING_8_BONE_INFLUENCES & UseSeparateSkinWeightBuffer
else: extra_bone_influences = False
mesh_extension, mesh_origin = (f.ReadStructure(FVector), f.ReadStructure(FVector))
skel_infl_c = 8 if extra_bone_influences else 4
i_vert = 0
vert_type = FVector2D if float_uvs else FMeshUVHalf
el_size = f.ReadInt32() # ReadBulkArray
for i in range(f.ReadInt32()):
n_x, n_z = (f.ReadStructure(FPackedNormal).Unpack(), f.ReadStructure(FPackedNormal).Unpack())
if v_skel < 7: # UseSeparateSkinWeightBuffer, FSkinWeightInfo
assert skel_infl_c <= 4
bone_indices = f.ReadStructure(c_ubyte * skel_infl_c)
bone_weights = f.ReadStructure(c_ubyte * skel_infl_c)
vert_weights.append((bone_indices, bone_weights))
#for i_w in range(skel_infl_c): bone_groups[bone_indices[i_w]].add((i_vert,), bone_weights[i_w] / 255, 'REPLACE')
pos = f.ReadStructure(FVector)
uvs = f.ReadStructure(vert_type * uv_c)
ue_uvs.append(uvs)
vert = bmsh.verts.new(Vector((pos.y, pos.x, pos.z)))
vert.normal = n_z
i_vert += 1
if v_skel >= 7: # UseSeparateSkinWeightBuffer
raise # FSkinWeightVertexBuffer SkinWeights
# TODO: LoadingMesh->bHasVertexColors?
if not lod_strip_flags.StripClassData(1): adj_indices = ReadFMultisizeIndexContainer(f, asset.summary) # CDSF_AdjacencyData
if asset.summary.version_ue4 >= 254 and has_cloth_data: raise # VER_UE4_APEX_CLOTH
bmsh.verts.ensure_lookup_table()
for i in range(0, len(indices), 3):
face = bmsh.faces.new((
bmsh.verts[indices[i+0]],
bmsh.verts[indices[i+1]],
bmsh.verts[indices[i+2]]
))
n1 = bmsh.verts[indices[i+0]].normal
n2 = bmsh.verts[indices[i+1]].normal
n3 = bmsh.verts[indices[i+2]].normal
spl_norms.append(Vector((n1.y, n1.x, n1.z)))
spl_norms.append(Vector((n2.y, n2.x, n2.z)))
spl_norms.append(Vector((n3.y, n3.x, n3.z)))
loops = face.loops
for i_uv in range(uv_c):
loops[0][mdl_uvs[i_uv]].uv = ue_uvs[indices[i+0]][i_uv].ToFloat2()
loops[1][mdl_uvs[i_uv]].uv = ue_uvs[indices[i+1]][i_uv].ToFloat2()
loops[2][mdl_uvs[i_uv]].uv = ue_uvs[indices[i+2]][i_uv].ToFloat2()
bmsh.faces.ensure_lookup_table()
for i_mat, i_base, tri_count in sections:
i_tri_base = int(i_base/3)
for i_tri in range(i_tri_base, i_tri_base + tri_count):
bmsh.faces[i_tri].material_index = i_mat
bmsh.to_mesh(mesh)
#mesh.normals_split_custom_set(spl_norms)
mesh.use_auto_smooth = True
mesh.transform(Matrix.Identity(4) * 0.01)
for poly in mesh.polygons: poly.use_smooth = True
i_vert = 0
for rigid_vert_c, soft_vert_c, bone_map in chunks:
for i in range(rigid_vert_c + soft_vert_c):
bone_indices, bone_weights = vert_weights[i_vert]
for i_w in range(skel_infl_c):
bone_groups[bone_map[bone_indices[i_w]]].add((i_vert,), bone_weights[i_w] / 255, 'REPLACE')
i_vert += 1
if import_materials:
for mat_imp in materials:
mesh.materials.append(TryGetUMaterialImport(mat_imp, mesh=mesh))
return mesh
else: raise # TODO
def ImportMeshUAsset(filepath:str, uproject=None, import_materials=True, log=False, o=None):
with UAsset(filepath, False, uproject) as asset:
for export in asset.exports:
match export.export_class_type:
case 'StaticMesh': return ImportStaticMesh(export, import_materials, log)
case 'SkeletalMesh': return ImportSkeletalMesh(export, import_materials, o)
if log: print(f"\"{filepath}\" Mesh Export Not Found")
return None
def ImportUMeshAsObject(filepath:str, uproject=None, materials=True):
mesh = ImportMeshUAsset(filepath, uproject, materials, True)
o = bpy.data.objects.new(mesh.name, mesh)
bpy.context.collection.objects.link(o)
def menu_import_umesh(self, context): self.layout.operator(ImportUMesh.bl_idname, text="UE Mesh (.uasset)")
class ImportUMesh(bpy.types.Operator, ImportHelper):
"""Import Unreal Engine Mesh File"""
bl_idname = "import.umesh"
bl_label = "Import"
filename_ext = ".uasset"
filter_glob: StringProperty(default="*.uasset", options={'HIDDEN'}, maxlen=255)
files: CollectionProperty(type=bpy.types.OperatorFileListElement, options={'HIDDEN','SKIP_SAVE'})
directory: StringProperty(options={'HIDDEN'})
materials: BoolProperty(name="Materials", default=True, description="Import Mesh Materials (this is usually the slowest part).")
def execute(self, context):
for file in self.files:
if file.name != "": ImportUMeshAsObject(self.directory + file.name, materials=self.materials)
return {'FINISHED'}
reg_classes = ( ImportUMesh, )
def register():
register_helper.RegisterClasses(reg_classes)
register_helper.RegisterDrawFnc(bpy.types.TOPBAR_MT_file_import, ImportUMesh, menu_import_umesh)
def unregister():
register_helper.TryUnregisterClasses(reg_classes)
register_helper.UnregisterDrawFnc(bpy.types.TOPBAR_MT_file_import, ImportUMesh, menu_import_umesh)
if __name__ != "umesh":
importlib.reload(uasset)
importlib.reload(umat)
unregister()
register()
#filepath = r"F:\Projects\Unreal Projects\Assets\Content\ModSci_Engineer\Meshes\SM_Door_Small_A.uasset"
#filepath = r"F:\Projects\Unreal Projects\Assets\Content\VehicleVarietyPack\Meshes\SM_Truck_Box.uasset"
#filepath = r"F:\Projects\Unreal Projects\Assets\Content\VehicleVarietyPack\Meshes\SM_Hatchback.uasset"
#filepath = r"F:\Projects\Unreal Projects\Assets\Content\VehicleVarietyPack\Meshes\SM_Pickup.uasset"
#filepath = r"F:\Projects\Unreal Projects\Assets\Content\VehicleVarietyPack\Meshes\SM_SUV.uasset"
#filepath = r"F:\Projects\Unreal Projects\Assets\Content\VehicleVarietyPack\Meshes\SM_SportsCar.uasset"
#filepath = r"C:\Users\jdeacutis\Documents\Unreal Projects\Assets\Content\ModSci_Engineer\Meshes\SM_Door_Small_A.uasset"
#filepath = r"C:\Users\jdeacutis\Documents\Unreal Projects\Assets\Content\VehicleVarietyPack\Meshes\SM_Truck_Box.uasset"
#filepath = r"C:\Users\jdeacutis\Documents\Unreal Projects\Assets\Content\ConstructionMachines\WheelLoader\SM_WheelLoader.uasset"
#filepath = r"C:\Users\jdeacutis\Documents\Unreal Projects\Assets\Content\FPS_Weapon_Bundle\Weapons\Meshes\Accessories\SM_Scope_25x56_X.uasset"
filepath = r"C:\Users\jdeacutis\Documents\Unreal Projects\Assets\Content\FPS_Weapon_Bundle\Weapons\Meshes\KA74U\SK_KA74U_X.uasset"
#filepath = r"F:\Projects\Unreal Projects\Assets\Content\FPS_Weapon_Bundle\Weapons\Meshes\KA74U\SK_KA74U_X.uasset"
#filepath = r"C:\Users\jdeacutis\Documents\Unreal Projects\Assets\Content\FPS_Weapon_Bundle\Weapons\Meshes\SMG11\SK_SMG11_Nostock_Y.uasset"
#filepath = r"C:\Users\jdeacutis\Documents\Unreal Projects\Assets\Content\StarterBundle/ModularSci_Comm/Meshes/SM_Windows_A_Glass.uasset"
#filepath = r"C:\Users\jdeacutis\Documents\Unreal Projects\Assets\Content\Military_VOL5_Devices\Meshes\SM_Generator_01d.uasset"
#filepath = r"C:/Users/jdeacutis/Documents/Unreal Projects/Assets/Content/Military_VOL3_Checkpoint/Meshes/SM_Sandbags_02a.uasset"
ImportUMeshAsObject(filepath)
print("Done")