Can someone rig this Mario: Striker Rosalina model?

-snip-

blender can’t read .psk, can you try to get it on like .obj?

Actually sure, let me open milkshape for a minute.

Here you go: Dropbox - Error

as far as I know it has an importer


# ##### BEGIN GPL LICENSE BLOCK #####
#
#  This program is free software; you can redistribute it and/or
#  modify it under the terms of the GNU General Public License
#  as published by the Free Software Foundation; either version 2
#  of the License, or (at your option) any later version.
#
#  This program is distributed in the hope that it will be useful,
#  but WITHOUT ANY WARRANTY; without even the implied warranty of
#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.	 See the
#  GNU General Public License for more details.
#
#  You should have received a copy of the GNU General Public License
#  along with this program; if not, write to the Free Software Foundation,
#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####

bl_addon_info = {
	"name": "Import Unreal Skeleton Mesh(.psk)",
	"author": "Darknet",
	"version": (2, 0),
	"blender": (2, 5, 3),
	"api": 31847,
	"location": "File > Import ",
	"description": "Import Unreal Engine (.psk)",
	"warning": "",
	"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"
		"Scripts/Import-Export/Unreal_psk_psa",
	"tracker_url": "https://projects.blender.org/tracker/index.php?"\
		"func=detail&aid=21366&group_id=153&atid=469",
	"category": "Import-Export"}

"""
Version': '2.0' ported by Darknet

Unreal Tournament PSK file to Blender mesh converter V1.0
Author: D.M. Sturgeon (camg188 at the elYsium forum), ported by Darknet
Imports a *psk file to a new mesh

-No UV Texutre
-No Weight
-No Armature Bones
-No Material ID
-Export Text Log From Current Location File (Bool )
"""

import bpy
import mathutils
import os
import sys
import string
import math
import re
from string import *
from struct import *
from math import *

#from bpy.props import *

import mathutils

#output log in to txt file
DEBUGLOG = False

scale = 1.0
bonesize = 1.0
md5_bones=[]

def unpack_list(list_of_tuples):
	l = []
	for t in list_of_tuples:
		l.extend(t)
	return l
"""
class md5_bone:
	bone_index=0
	name=""
	bindpos=[]
	bindmat = mathutils.Quaternion()
	parent=""
	parent_index=0
	blenderbone=None
	roll=0

	def __init__(self):
		self.bone_index=0
		self.name=""
		self.bindpos=[0.0]*3
		self.bindmat=[None]*3  #is this how you initilize a 2d-array
		for i in range(3): self.bindmat* = [0.0]*3
		self.parent=""
		self.parent_index=0
		self.blenderbone=None

	def dump(self):
		print ("bone index: ", self.bone_index)
		print ("name: ", self.name)
		print ("bind position: ", self.bindpos)
		print ("bind translation matrix: ", self.bindmat)
		print ("parent: ", self.parent)
		print ("parent index: ", self.parent_index)
		print ("blenderbone: ", self.blenderbone)
"""
class md5_bone:
	bone_index=0
	name=""
	bindpos=[]
	bindmat=[]
	scale = []
	parent=""
	parent_index=0
	blenderbone=None
	roll=0

	def __init__(self):
		self.bone_index=0
		self.name=""
		self.bindpos=[0.0]*3
		self.scale=[0.0]*3
		self.bindmat=[None]*3  #is this how you initilize a 2d-array
		for i in range(3): self.bindmat* = [0.0]*3
		self.parent=""
		self.parent_index=0
		self.blenderbone=None

	def dump(self):
		print ("bone index: ", self.bone_index)
		print ("name: ", self.name)
		print ("bind position: ", self.bindpos)
		print ("bind translation matrix: ", self.bindmat)
		print ("parent: ", self.parent)
		print ("parent index: ", self.parent_index)
		print ("blenderbone: ", self.blenderbone)
		
#http://www.blender.org/forum/viewtopic.php?t=13340&sid=8b17d5de07b17960021bbd72cac0495f			
def fixRollZ(b):
	v = (b.tail-b.head)/b.length
	b.roll -= math.degrees(math.atan2(v[0]*v[2]*(1 - v[1]),v[0]*v[0] + v[1]*v[2]*v[2])) 
def fixRoll(b):
	v = (b.tail-b.head)/b.length
	if v[2]*v[2] > .5:
		#align X-axis
		b.roll += math.degrees(math.atan2(v[0]*v[2]*(1 - v[1]),v[2]*v[2] + v[1]*v[0]*v[0]))
	else:
		#align Z-axis
		b.roll -= math.degrees(math.atan2(v[0]*v[2]*(1 - v[1]),v[0]*v[0] + v[1]*v[2]*v[2])) 
		
def pskimport(infile):
	global DEBUGLOG
	print ("--------------------------------------------------")
	print ("---------SCRIPT EXECUTING PYTHON IMPORTER---------")
	print ("--------------------------------------------------")
	print ("Importing file: ", infile)
	
	md5_bones=[]
	pskfile = open(infile,'rb')
	if (DEBUGLOG):
		logpath = infile.replace(".psk", ".txt")
		print("logpath:",logpath)
		logf = open(logpath,'w')
		
	def printlog(strdata):
		if (DEBUGLOG):
			logf.write(strdata)
			
	objName = infile.split('\\')[-1].split('.')[0]
	
	me_ob = bpy.data.meshes.new(objName)
	print("objName:",objName)
	printlog(("New Mesh = " + me_ob.name + "
"))
	#read general header
	indata = unpack('20s3i',pskfile.read(32))
	#not using the general header at this time
	#================================================================================================== 
	# vertex point
	#================================================================================================== 
	#read the PNTS0000 header
	indata = unpack('20s3i',pskfile.read(32))
	recCount = indata[3]
	printlog(( "Nbr of PNTS0000 records: " + str(recCount) + "
"))
	counter = 0
	verts = []
	while counter < recCount:
		counter = counter + 1
		indata = unpack('3f',pskfile.read(12))
		#print(indata[0],indata[1],indata[2])
		verts.extend([(indata[0],indata[1],indata[2])])
		#Tmsh.vertices.append(NMesh.Vert(indata[0],indata[1],indata[2]))
		
	#================================================================================================== 
	# UV
	#================================================================================================== 
	#read the VTXW0000 header
	indata = unpack('20s3i',pskfile.read(32))
	recCount = indata[3]
	printlog( "Nbr of VTXW0000 records: " + str(recCount)+ "
")
	counter = 0
	UVCoords = []
	#UVCoords record format = [index to PNTS, U coord, v coord]
	while counter < recCount:
		counter = counter + 1
		indata = unpack('hhffhh',pskfile.read(16))
		UVCoords.append([indata[0],indata[2],indata[3]])
		#print([indata[0],indata[2],indata[3]])
		#print([indata[1],indata[2],indata[3]])
		
	#================================================================================================== 
	# Face
	#================================================================================================== 
	#read the FACE0000 header
	indata = unpack('20s3i',pskfile.read(32))
	recCount = indata[3]
	printlog( "Nbr of FACE0000 records: "+ str(recCount) + "
")
	#PSK FACE0000 fields: WdgIdx1|WdgIdx2|WdgIdx3|MatIdx|AuxMatIdx|SmthGrp
	#associate MatIdx to an image, associate SmthGrp to a material
	SGlist = []
	counter = 0
	faces = []
	faceuv = []
	while counter < recCount:
		counter = counter + 1
		indata = unpack('hhhbbi',pskfile.read(12))
		#the psk values are: nWdgIdx1|WdgIdx2|WdgIdx3|MatIdx|AuxMatIdx|SmthGrp
		#indata[0] = index of UVCoords
		#UVCoords[indata[0]]=[index to PNTS, U coord, v coord]
		#UVCoords[indata[0]][0] = index to PNTS
		PNTSA = UVCoords[indata[0]][0]
		PNTSB = UVCoords[indata[1]][0]
		PNTSC = UVCoords[indata[2]][0]
		#print(PNTSA,PNTSB,PNTSC) #face id vertex
		#faces.extend([0,1,2,0])
		faces.extend([PNTSA,PNTSB,PNTSC,0])
		uv = []
		u0 = UVCoords[indata[0]][1]
		v0 = UVCoords[indata[0]][2]
		uv.append([u0,v0])
		u1 = UVCoords[indata[1]][1]
		v1 = UVCoords[indata[1]][2]
		uv.append([u1,v1])
		u2 = UVCoords[indata[2]][1]
		v2 = UVCoords[indata[2]][2]
		uv.append([u2,v2])
		faceuv.append(uv)
		#print("UV: ",u0,v0)
		#update the uv var of the last item in the Tmsh.faces list
		# which is the face just added above
		##Tmsh.faces[-1].uv = [(u0,v0),(u1,v1),(u2,v2)]
		#print("smooth:",indata[5])
		#collect a list of the smoothing groups
		if SGlist.count(indata[5]) == 0:
			SGlist.append(indata[5])
			print("smooth:",indata[5])
		#assign a material index to the face
		#Tmsh.faces[-1].materialIndex = SGlist.index(indata[5])
	printlog( "Using Materials to represent PSK Smoothing Groups...
")
	#==========
	# skip something...
	#==========
	
	#================================================================================================== 
	# Material
	#================================================================================================== 
	##
	#read the MATT0000 header
	indata = unpack('20s3i',pskfile.read(32))
	recCount = indata[3]
	printlog("Nbr of MATT0000 records: " +	str(recCount) + "
" )
	printlog(" - Not importing any material data now. PSKs are texture wrapped! 
")
	counter = 0
	while counter < recCount:
		counter = counter + 1
		indata = unpack('64s6i',pskfile.read(88))
	##
	
	#================================================================================================== 
	# Bones (Armature)
	#================================================================================================== 
	#read the REFSKEL0 header
	indata = unpack('20s3i',pskfile.read(32))
	recCount = indata[3]
	printlog( "Nbr of REFSKEL0 records: " + str(recCount) + "
")
	Bns = []
	bone = []
	nobone = 0
	#================================================================================================== 
	# Bone Data 
	#==================================================================================================
	counter = 0
	print ("---PRASE--BONES---")
	while counter < recCount:
		indata = unpack('64s3i11f',pskfile.read(120))
		#print( "DATA",str(indata))
		bone.append(indata)
		
		createbone = md5_bone()
		#temp_name = indata[0][:30]
		temp_name = indata[0]
		
		temp_name = bytes.decode(temp_name)
		temp_name = temp_name.lstrip(" ")
		temp_name = temp_name.rstrip(" ")
		temp_name = temp_name.strip()
		temp_name = temp_name.strip( bytes.decode(b'\x00'))
		print ("temp_name:", temp_name, "||")
		createbone.name = temp_name
		createbone.bone_index = counter
		createbone.parent_index = indata[3]
		createbone.bindpos[0] = indata[8]
		createbone.bindpos[1] = indata[9]
		createbone.bindpos[2] = indata[10]
		createbone.scale[0] = indata[12]
		createbone.scale[1] = indata[13]
		createbone.scale[2] = indata[14]
		
		#w,x,y,z
		if (counter == 0):#main parent
			print("no parent bone")
			createbone.bindmat = mathutils.Quaternion((indata[7],indata[4],indata[5],indata[6]))
			#createbone.bindmat = mathutils.Quaternion((indata[7],-indata[4],-indata[5],-indata[6]))
		else:#parent
			print("parent bone")
			createbone.bindmat = mathutils.Quaternion((indata[7],-indata[4],-indata[5],-indata[6]))
			#createbone.bindmat = mathutils.Quaternion((indata[7],indata[4],indata[5],indata[6]))
			
		md5_bones.append(createbone)
		counter = counter + 1
		bnstr = (str(indata[0]))
		Bns.append(bnstr)
		
	for pbone in md5_bones:
		pbone.parent =	md5_bones[pbone.parent_index].name
			
	bonecount = 0
	for armbone in bone:
		temp_name = armbone[0][:30]
		#print ("BONE NAME: ",len(temp_name))
		temp_name=str((temp_name))
		#temp_name = temp_name[1]
		#print ("BONE NAME: ",temp_name)
		bonecount +=1
	print ("-------------------------")
	print ("----Creating--Armature---")
	print ("-------------------------")
	
	#================================================================================================
	#Check armature if exist if so create or update or remove all and addnew bone
	#================================================================================================
	#bpy.ops.object.mode_set(mode='OBJECT')
	meshname ="ArmObject"
	objectname = "armaturedata"
	bfound = False
	arm = None
	for obj in bpy.data.objects:
		if (obj.name == meshname):
			bfound = True
			arm = obj
			break
			
	if bfound == False:
		armdata = bpy.data.armatures.new(objectname)
		ob_new = bpy.data.objects.new(meshname, armdata)
		#ob_new = bpy.data.objects.new(meshname, 'ARMATURE')
		#ob_new.data = armdata
		bpy.context.scene.objects.link(ob_new)
		#bpy.ops.object.mode_set(mode='OBJECT')
		for i in bpy.context.scene.objects: i.select = False #deselect all objects
		ob_new.select = True
		#set current armature to edit the bone
		bpy.context.scene.objects.active = ob_new
		#set mode to able to edit the bone
		bpy.ops.object.mode_set(mode='EDIT')
		#newbone = ob_new.data.edit_bones.new('test')
		#newbone.tail.y = 1
		print("creating bone(s)")
		for bone in md5_bones:
			#print(dir(bone))
			newbone = ob_new.data.edit_bones.new(bone.name)
			#parent the bone
			parentbone = None
			print("bone name:",bone.name)
			#note bone location is set in the real space or global not local
			if bone.name != bone.parent:
			
				pos_x = bone.bindpos[0]
				pos_y = bone.bindpos[1]
				pos_z = bone.bindpos[2]
			
				#print( "LINKING:" , bone.parent ,"j")
				parentbone = ob_new.data.edit_bones[bone.parent]
				newbone.parent = parentbone
				rotmatrix = bone.bindmat.to_matrix().resize4x4().rotation_part()
				
				#parent_head = parentbone.head * parentbone.matrix.to_quat().inverse()
				#parent_tail = parentbone.tail * parentbone.matrix.to_quat().inverse()
				#location=Vector(pos_x,pos_y,pos_z)
				#set_position = (parent_tail - parent_head) + location
				#print("tmp head:",set_position)
				
				#pos_x = set_position.x
				#pos_y = set_position.y
				#pos_z = set_position.z
				
				newbone.head.x = parentbone.head.x + pos_x
				newbone.head.y = parentbone.head.y + pos_y
				newbone.head.z = parentbone.head.z + pos_z
				print("head:",newbone.head)
				newbone.tail.x = parentbone.head.x + (pos_x + bonesize * rotmatrix[1][0])
				newbone.tail.y = parentbone.head.y + (pos_y + bonesize * rotmatrix[1][1])
				newbone.tail.z = parentbone.head.z + (pos_z + bonesize * rotmatrix[1][2])
			else:
				rotmatrix = bone.bindmat.to_matrix().resize4x4().rotation_part()
				newbone.head.x = bone.bindpos[0]
				newbone.head.y = bone.bindpos[1]
				newbone.head.z = bone.bindpos[2]
				newbone.tail.x = bone.bindpos[0] + bonesize * rotmatrix[1][0]
				newbone.tail.y = bone.bindpos[1] + bonesize * rotmatrix[1][1]
				newbone.tail.z = bone.bindpos[2] + bonesize * rotmatrix[1][2]
				#print("no parent")
	
	bpy.context.scene.update()
	
	#==================================================================================================
	#END BONE DATA BUILD
	#==================================================================================================
	VtxCol = []
	for x in range(len(Bns)):
		#change the overall darkness of each material in a range between 0.1 and 0.9
		tmpVal = ((float(x)+1.0)/(len(Bns))*0.7)+0.1
		tmpVal = int(tmpVal * 256)
		tmpCol = [tmpVal,tmpVal,tmpVal,0]
		#Change the color of each material slightly
		if x % 3 == 0:
			if tmpCol[0] < 128: tmpCol[0] += 60
			else: tmpCol[0] -= 60
		if x % 3 == 1:
			if tmpCol[1] < 128: tmpCol[1] += 60
			else: tmpCol[1] -= 60
		if x % 3 == 2:
			if tmpCol[2] < 128: tmpCol[2] += 60
			else: tmpCol[2] -= 60
		#Add the material to the mesh
		VtxCol.append(tmpCol)
	
	#================================================================================================== 
	# Bone Weight
	#================================================================================================== 
	#read the RAWW0000 header
	indata = unpack('20s3i',pskfile.read(32))
	recCount = indata[3]
	printlog( "Nbr of RAWW0000 records: " + str(recCount) +"
")
	#RAWW0000 fields: Weight|PntIdx|BoneIdx
	RWghts = []
	counter = 0
	while counter < recCount:
		counter = counter + 1
		indata = unpack('fii',pskfile.read(12))
		RWghts.append([indata[1],indata[2],indata[0]])
	#RWghts fields = PntIdx|BoneIdx|Weight
	RWghts.sort()
	printlog( "len(RWghts)=" + str(len(RWghts)) + "
")
	#Tmsh.update()
	
	#set the Vertex Colors of the faces
	#face.v[n] = RWghts[0]
	#RWghts[1] = index of VtxCol
	"""
	for x in range(len(Tmsh.faces)):
		for y in range(len(Tmsh.faces[x].v)):
			#find v in RWghts[n][0]
			findVal = Tmsh.faces[x].v[y].index
			n = 0
			while findVal != RWghts[n][0]:
				n = n + 1
			TmpCol = VtxCol[RWghts[n][1]]
			#check if a vertex has more than one influence
			if n != len(RWghts)-1:
				if RWghts[n][0] == RWghts[n+1][0]:
					#if there is more than one influence, use the one with the greater influence
					#for simplicity only 2 influences are checked, 2nd and 3rd influences are usually very small
					if RWghts[n][2] < RWghts[n+1][2]:
						TmpCol = VtxCol[RWghts[n+1][1]]
		Tmsh.faces[x].col.append(NMesh.Col(TmpCol[0],TmpCol[1],TmpCol[2],0))
	"""
	if (DEBUGLOG):
		logf.close()
	#================================================================================================== 
	#Building Mesh
	#================================================================================================== 
	print("vertex:",len(verts),"faces:",len(faces))
	me_ob.vertices.add(len(verts))
	me_ob.faces.add(len(faces)//4)

	me_ob.vertices.foreach_set("co", unpack_list(verts))
	
	me_ob.faces.foreach_set("vertices_raw", faces)
	me_ob.faces.foreach_set("use_smooth", [False] * len(me_ob.faces))
	me_ob.update()
	
	#===================================================================================================
	#UV Setup
	#===================================================================================================
	texture = []
	texturename = "text1"
	#print(dir(bpy.data))
	if (len(faceuv) > 0):
		uvtex = me_ob.uv_textures.new() #add one uv texture
		for i, face in enumerate(me_ob.faces):
			blender_tface= uvtex.data* #face
			blender_tface.uv1 = faceuv*[0] #uv = (0,0)
			blender_tface.uv2 = faceuv*[1] #uv = (0,0)
			blender_tface.uv3 = faceuv*[2] #uv = (0,0)
		texture.append(uvtex)
		
		#for tex in me_ob.uv_textures:
			#print("mesh tex:",dir(tex))
			#print((tex.name))
	
	#===================================================================================================
	#Material Setup
	#===================================================================================================
	materialname = "mat"
	materials = []
	
	matdata = bpy.data.materials.new(materialname)
	#color is 0 - 1 not in 0 - 255
	#matdata.mirror_color=(float(0.04),float(0.08),float(0.44))
	matdata.diffuse_color=(float(0.04),float(0.08),float(0.44))#blue color
	#print(dir(me_ob.uv_textures[0].data))
	texdata = None
	texIndex = len(bpy.data.textures) - 1
	if (texIndex >= 0):
		texdata = bpy.data.textures[len(bpy.data.textures)-1]
		if (texdata != None):
			#print(texdata.name)
			#print(dir(texdata))
			texdata.name = "texturelist1"
			matdata.active_texture = texdata
	materials.append(matdata)
	#matdata = bpy.data.materials.new(materialname)
	#materials.append(matdata)
	#= make sure the list isnt too big
	for material in materials:
		#add material to the mesh list of materials
		me_ob.materials.append(material)
	#===================================================================================================
	#
	#===================================================================================================
	obmesh = bpy.data.objects.new(objName,me_ob)
	#check if there is a material to set to
	if len(materials) > 0:
		obmesh.active_material = materials[0] #material setup tmp
	
	bpy.context.scene.objects.link(obmesh)
	
	bpy.context.scene.update()
	
	print ("PSK2Blender completed")
#End of def pskimport#########################

def getInputFilename(filename):
	checktype = filename.split('\\')[-1].split('.')[1]
	print ("------------",filename)
	if checktype.upper() != 'PSK':
		print ("  Selected file = ",filename)
		raise (IOError, "The selected input file is not a *.psk file")
	pskimport(filename)

from bpy.props import *

class IMPORT_OT_psk(bpy.types.Operator):
	'''Load a skeleton mesh psk File'''
	bl_idname = "import_scene.psk"
	bl_label = "Import PSK"

	# List of operator properties, the attributes will be assigned
	# to the class instance from the operator settings before calling.
	filepath = StringProperty(name="File Path", description="Filepath used for importing the OBJ file", maxlen= 1024, default= "")

	def execute(self, context):
		getInputFilename(self.filepath)
		return {'FINISHED'}

	def invoke(self, context, event):
		wm = context.window_manager
		wm.fileselect_add(self)
		return {'RUNNING_MODAL'}  

def menu_func(self, context):
	self.layout.operator(IMPORT_OT_psk.bl_idname, text="Skeleton Mesh (.psk)")


def register():
	bpy.types.INFO_MT_file_import.append(menu_func)
	
def unregister():
	bpy.types.INFO_MT_file_import.remove(menu_func)

if __name__ == "__main__":
	register()


Wow, that actually will be helpful, considering I hate scrolling through all the tools milkshape has and I usually have Blender open.

Thanks wraithcat.