# 导出PSK插件地址 - https://github.com/Befzz/blender3d_import_psk_psa/releases - https://github.com/DarklightGames/io_scene_psk_psa/releases # PSK ```python import bpy import os import math from io_import_scene_unreal_psa_psk_280 import * pskPath = 'C:\\Users\\BlueRose\\Desktop\\BLUEPROTOCOL\\Game\\Character\\Enemy' for root, subdirs, files in os.walk(pskPath): for dirName in subdirs: print(root + '\\'+ dirName) for modelroot, modeldirs, modelfiles in os.walk(root + '\\'+ dirName +'\\Model'): for f in modelfiles: if f.endswith('.psk'): psk_file = os.path.join(modelroot, f) fbx_file = os.path.splitext(psk_file)[0] + ".fbx" # 清空场景 bpy.ops.object.select_all(action='SELECT') bpy.ops.object.delete() pskimport(psk_file, bReorientBones = False) # 使用SmoothShading for obj in bpy.data.objects: if obj.type=='MESH': obj.data.use_auto_smooth = True obj.data.auto_smooth_angle = math.radians(180) currentmesh = obj.data for setting in currentmesh.polygons: setting.use_smooth = True # 输出骨骼模型 bpy.ops.object.select_all(action='SELECT') bpy.ops.export_scene.fbx(filepath=fbx_file,add_leaf_bones=False) ``` 直接生成fbx版本 ```python import bpy import os import math from io_import_scene_unreal_psa_psk_280 import * pskPath = 'C:\\Users\\BlueRose\\Desktop\\ScarletNexus\\Game\\Character\\wp\\wp0100\\04_Mesh' for modelroot, modeldirs, modelfiles in os.walk(pskPath): for f in modelfiles: if f.endswith('.psk'): psk_file = os.path.join(modelroot, f) fbx_file = os.path.splitext(psk_file)[0] + ".fbx" # 清空场景 bpy.ops.object.select_all(action='SELECT') bpy.ops.object.delete() pskimport(psk_file, bReorientBones = False) # 使用SmoothShading for obj in bpy.data.objects: if obj.type=='MESH': obj.data.use_auto_smooth = True obj.data.auto_smooth_angle = math.radians(180) currentmesh = obj.data for setting in currentmesh.polygons: setting.use_smooth = True # 输出骨骼模型 bpy.ops.object.select_all(action='SELECT') bpy.ops.export_scene.fbx(filepath=fbx_file,add_leaf_bones=False) ``` # PSA 注意:该脚本因为Blender运行bug,会导致输出的FBX文件越来越大,越来越慢。一次转换的量不建议超过50个。建议分几个文件夹,同时开多个Blender一起转换。 ```python import bpy import os import math from io_import_scene_unreal_psa_psk_280 import * pskPath = 'C:\\Users\\BlueRose\\Desktop\\BLUEPROTOCOL\\Game\\Character\\Enemy\\E000_00\\Model\\SK_CH_E000_00.psk' psaDirPath = 'C:\\Users\\BlueRose\\Desktop\\BLUEPROTOCOL\\Game\\Animations\\Enemy\\E000' # 清空场景并且导入模型 for root, subdirs, files in os.walk(psaDirPath): for f in files: if f.endswith('.psa'): bpy.ops.scene.new(type='EMPTY') bpy.ops.object.select_all(action='SELECT') bpy.ops.object.delete() pskimport(pskPath, bReorientBones = False, bImportmesh = False, bImportbone = True) psa_file = os.path.join(root, f) pskDirPath = os.path.dirname(pskPath) fbx_file = os.path.join(pskDirPath,f) fbx_file = os.path.splitext(fbx_file)[0] + ".fbx" print(fbx_file) psaimport(psa_file) bpy.ops.object.select_all(action='SELECT') bpy.ops.export_scene.fbx(filepath=fbx_file,add_leaf_bones=False) bpy.ops.scene.new(type='EMPTY') bpy.ops.object.select_all(action='SELECT') bpy.ops.object.delete() ``` ## 添加平滑组 ```python import bpy import os import math for obj in bpy.data.objects: if obj.type=='MESH': obj.data.use_auto_smooth = True obj.data.auto_smooth_angle = math.radians(180) currentmesh = obj.data for setting in currentmesh.polygons: setting.use_smooth = True ``` # 其他 获取UModel解包游戏所需的AES Key:https://cs.rin.ru/forum/viewtopic.php?t=100672 ## 蓝色协议 AES Key:0xEA9051DDACE1CCF98A0510F0E370BD986A75C74756E0309E6A578A47AF564255 UE版本为:4.27.2 ## 绯红结系 AES Key:0x48AE8311350417BDC50A440FCD0E98B2FA6BCEAE3EDA8D0E24881F205E6C4540 UE版本为:4.26 ```bash D:\OtherTool\umodel_win32\umodel_scarlet_nexus\umodel_scarlet_nexus_v5.exe -path=C:\Game\ScarletNexus -out=C:\Users\BlueRose\Desktop\ScarletNexus -game=ue4.26 -aes=0x48AE8311350417BDC50A440FCD0E98B2FA6BCEAE3EDA8D0E24881F205E6C4540 ``` 需要特殊的UModel进行提取:https://www.gildor.org/smf/index.php/topic,7814.0.html#msg40636 下载地址:https://drive.google.com/file/d/1S_037OmnxY28cQymu8NMwFApsBahFqx6/view 导出动画方法: 1. 选择骨骼模型,右键点击Open(add to locate set),之后按o。 2. 选择动画资产(AS开头),右键点击Open(add to locate set)。 3. 点击Tools - ExportCurrentObject,就可以导出指定的动画。 4. 如果选择多个动画的情况下,在Blender psk/psa插件中可以勾选`All actions to NLA track` 5. 导出动画时,在烘焙动画选项中选择全部动作、NLA片段。所有动画数据都会以NLA Clip的方式存储。 6. 导入UE就可以显示所有的动画数据。 # UModel ## CMD启动 ```bash D:\OtherTools\GameAssets\umodel_win32\umodel_scarlet_nexus_v5.exe -path=C:\Game\ScarletNexus -out=C:\Users\BlueRose\Desktop\ScarletNexus -game=ue4.26 -aes=0x48AE8311350417BDC50A440FCD0E98B2FA6BCEAE3EDA8D0E24881F205E6C4540 ``` ## 取得资产路径 1. 批量选择动画资产 2. 右键点击Copy package path /Game/Character/ch/ch0200/05_Animation/AS_ch0200_906_FC_smile_m.uasset /Game/Character/ch/ch0200/05_Animation/AS_ch0200_901_FC_default_m.uasset /Game/Character/ch/ch0200/05_Animation/AS_ch0200_906_FC_smile_m.uasset /Game/Character/ch/ch0200/05_Animation/AS_ch0200_911_FC_angry_m.uasset /Game/Character/ch/ch0200/05_Animation/AS_ch0200_916_FC_sad_m.uasset /Game/Character/ch/ch0200/05_Animation/AS_ch0200_921_FC_surprise_m.uasset /Game/Character/ch/ch0200/05_Animation/AS_ch0200_926_FC_fear_m.uasset /Game/Character/ch/ch0200/05_Animation/AS_ch0200_931_FC_aversion_m.uasset /Game/Character/ch/ch0200/05_Animation/AS_ch0200_936_FC_damage_m.uasset /Game/Character/ch/ch0200/05_Animation/AS_ch0200_937_FC_dead.uasset /Game/Character/ch/ch0200/05_Animation/AS_ch0200_941_FC_serious_m.uasset /Game/Character/ch/ch0200/05_Animation/AS_ch0200_946_FC_blushing_m.uasset /Game/Character/ch/ch0200/05_Animation/AS_ch0200_951_FC_ex01_m.uasset /Game/Character/ch/ch0200/05_Animation/AS_ch0200_AL_pose001_ST.uasset /Game/Character/ch/ch0200/05_Animation/AS_ch0200_AL_pose002_ST.uasset /Game/Character/ch/ch0200/05_Animation/AS_ch0200_AL_pose003_ST.uasset /Game/Character/ch/ch0200/05_Animation/AS_ch0200_AL_pose004_ST.uasset /Game/Character/ch/ch0200/05_Animation/AS_ch0200_AL_pose005_ST.uasset /Game/Character/ch/ch0200/05_Animation/AS_ch0200_AL_pose006_ST.uasset /Game/Character/ch/ch0200/05_Animation/AS_ch0200_AL_pose007_ST.uasset # 解决Blender导出问题的根骨骼问题 使用Blender的**Better Fbx Importer & Exporter** addon就可以解决问题。