Changed name and path of the camera levels to fix problem with sequencer

This commit is contained in:
Simone Barbieri 2023-05-22 18:11:13 +01:00
parent bad6aa2d96
commit 14360f0217
4 changed files with 228 additions and 250 deletions

View file

@ -22,6 +22,8 @@ from .pipeline import (
show_tools_popup,
instantiate,
UnrealHost,
set_sequence_hierarchy,
generate_sequence,
maintained_selection
)
@ -41,5 +43,7 @@ __all__ = [
"show_tools_popup",
"instantiate",
"UnrealHost",
"set_sequence_hierarchy",
"generate_sequence",
"maintained_selection"
]

View file

@ -9,12 +9,14 @@ import time
import pyblish.api
from openpype.client import get_asset_by_name, get_assets
from openpype.pipeline import (
register_loader_plugin_path,
register_creator_plugin_path,
deregister_loader_plugin_path,
deregister_creator_plugin_path,
AYON_CONTAINER_ID,
legacy_io,
)
from openpype.tools.utils import host_tools
import openpype.hosts.unreal
@ -512,6 +514,134 @@ def get_subsequences(sequence: unreal.LevelSequence):
return []
def set_sequence_hierarchy(
seq_i, seq_j, max_frame_i, min_frame_j, max_frame_j, map_paths
):
# Get existing sequencer tracks or create them if they don't exist
tracks = seq_i.get_master_tracks()
subscene_track = None
visibility_track = None
for t in tracks:
if t.get_class() == unreal.MovieSceneSubTrack.static_class():
subscene_track = t
if (t.get_class() ==
unreal.MovieSceneLevelVisibilityTrack.static_class()):
visibility_track = t
if not subscene_track:
subscene_track = seq_i.add_master_track(unreal.MovieSceneSubTrack)
if not visibility_track:
visibility_track = seq_i.add_master_track(
unreal.MovieSceneLevelVisibilityTrack)
# Create the sub-scene section
subscenes = subscene_track.get_sections()
subscene = None
for s in subscenes:
if s.get_editor_property('sub_sequence') == seq_j:
subscene = s
break
if not subscene:
subscene = subscene_track.add_section()
subscene.set_row_index(len(subscene_track.get_sections()))
subscene.set_editor_property('sub_sequence', seq_j)
subscene.set_range(
min_frame_j,
max_frame_j + 1)
# Create the visibility section
ar = unreal.AssetRegistryHelpers.get_asset_registry()
maps = []
for m in map_paths:
# Unreal requires to load the level to get the map name
unreal.EditorLevelLibrary.save_all_dirty_levels()
unreal.EditorLevelLibrary.load_level(m)
maps.append(str(ar.get_asset_by_object_path(m).asset_name))
vis_section = visibility_track.add_section()
index = len(visibility_track.get_sections())
vis_section.set_range(
min_frame_j,
max_frame_j + 1)
vis_section.set_visibility(unreal.LevelVisibility.VISIBLE)
vis_section.set_row_index(index)
vis_section.set_level_names(maps)
if min_frame_j > 1:
hid_section = visibility_track.add_section()
hid_section.set_range(
1,
min_frame_j)
hid_section.set_visibility(unreal.LevelVisibility.HIDDEN)
hid_section.set_row_index(index)
hid_section.set_level_names(maps)
if max_frame_j < max_frame_i:
hid_section = visibility_track.add_section()
hid_section.set_range(
max_frame_j + 1,
max_frame_i + 1)
hid_section.set_visibility(unreal.LevelVisibility.HIDDEN)
hid_section.set_row_index(index)
hid_section.set_level_names(maps)
def generate_sequence(h, h_dir):
tools = unreal.AssetToolsHelpers().get_asset_tools()
sequence = tools.create_asset(
asset_name=h,
package_path=h_dir,
asset_class=unreal.LevelSequence,
factory=unreal.LevelSequenceFactoryNew()
)
project_name = legacy_io.active_project()
asset_data = get_asset_by_name(
project_name,
h_dir.split('/')[-1],
fields=["_id", "data.fps"]
)
start_frames = []
end_frames = []
elements = list(get_assets(
project_name,
parent_ids=[asset_data["_id"]],
fields=["_id", "data.clipIn", "data.clipOut"]
))
for e in elements:
start_frames.append(e.get('data').get('clipIn'))
end_frames.append(e.get('data').get('clipOut'))
elements.extend(get_assets(
project_name,
parent_ids=[e["_id"]],
fields=["_id", "data.clipIn", "data.clipOut"]
))
min_frame = min(start_frames)
max_frame = max(end_frames)
sequence.set_display_rate(
unreal.FrameRate(asset_data.get('data').get("fps"), 1.0))
sequence.set_playback_start(min_frame)
sequence.set_playback_end(max_frame)
tracks = sequence.get_master_tracks()
track = None
for t in tracks:
if (t.get_class() ==
unreal.MovieSceneCameraCutTrack.static_class()):
track = t
break
if not track:
track = sequence.add_master_track(
unreal.MovieSceneCameraCutTrack)
return sequence, (min_frame, max_frame)
@contextmanager
def maintained_selection():
"""Stub to be either implemented or replaced.

View file

@ -6,13 +6,18 @@ import unreal
from unreal import EditorAssetLibrary
from unreal import EditorLevelLibrary
from unreal import EditorLevelUtils
from openpype.client import get_assets, get_asset_by_name
from openpype.client import get_asset_by_name
from openpype.pipeline import (
AYON_CONTAINER_ID,
legacy_io,
)
from openpype.hosts.unreal.api import plugin
from openpype.hosts.unreal.api import pipeline as unreal_pipeline
from openpype.hosts.unreal.api.pipeline import (
generate_sequence,
set_sequence_hierarchy,
create_container,
imprint,
)
class CameraLoader(plugin.Loader):
@ -24,32 +29,6 @@ class CameraLoader(plugin.Loader):
icon = "cube"
color = "orange"
def _set_sequence_hierarchy(
self, seq_i, seq_j, min_frame_j, max_frame_j
):
tracks = seq_i.get_master_tracks()
track = None
for t in tracks:
if t.get_class() == unreal.MovieSceneSubTrack.static_class():
track = t
break
if not track:
track = seq_i.add_master_track(unreal.MovieSceneSubTrack)
subscenes = track.get_sections()
subscene = None
for s in subscenes:
if s.get_editor_property('sub_sequence') == seq_j:
subscene = s
break
if not subscene:
subscene = track.add_section()
subscene.set_row_index(len(track.get_sections()))
subscene.set_editor_property('sub_sequence', seq_j)
subscene.set_range(
min_frame_j,
max_frame_j + 1)
def _import_camera(
self, world, sequence, bindings, import_fbx_settings, import_filename
):
@ -156,9 +135,9 @@ class CameraLoader(plugin.Loader):
if not EditorAssetLibrary.does_asset_exist(master_level):
EditorLevelLibrary.new_level(f"{h_dir}/{h_asset}_map")
level = f"{asset_path_parent}/{asset}_map.{asset}_map"
level = f"{asset_dir}/{asset}_map_camera.{asset}_map_camera"
if not EditorAssetLibrary.does_asset_exist(level):
EditorLevelLibrary.new_level(f"{asset_path_parent}/{asset}_map")
EditorLevelLibrary.new_level(f"{asset_dir}/{asset}_map_camera")
EditorLevelLibrary.load_level(master_level)
EditorLevelUtils.add_level_to_world(
@ -169,27 +148,13 @@ class CameraLoader(plugin.Loader):
EditorLevelLibrary.save_all_dirty_levels()
EditorLevelLibrary.load_level(level)
project_name = legacy_io.active_project()
# TODO refactor
# - Creating of hierarchy should be a function in unreal integration
# - it's used in multiple loaders but must not be loader's logic
# - hard to say what is purpose of the loop
# - variables does not match their meaning
# - why scene is stored to sequences?
# - asset documents vs. elements
# - cleanup variable names in whole function
# - e.g. 'asset', 'asset_name', 'asset_data', 'asset_doc'
# - really inefficient queries of asset documents
# - existing asset in scene is considered as "with correct values"
# - variable 'elements' is modified during it's loop
# Get all the sequences in the hierarchy. It will create them, if
# they don't exist.
sequences = []
frame_ranges = []
i = 0
for h in hierarchy_dir_list:
sequences = []
for (h_dir, h) in zip(hierarchy_dir_list, hierarchy):
root_content = EditorAssetLibrary.list_assets(
h, recursive=False, include_folder=False)
h_dir, recursive=False, include_folder=False)
existing_sequences = [
EditorAssetLibrary.find_asset_data(asset)
@ -199,48 +164,10 @@ class CameraLoader(plugin.Loader):
]
if not existing_sequences:
scene = tools.create_asset(
asset_name=hierarchy[i],
package_path=h,
asset_class=unreal.LevelSequence,
factory=unreal.LevelSequenceFactoryNew()
)
sequence, frame_range = generate_sequence(h, h_dir)
asset_data = get_asset_by_name(
project_name,
h.split('/')[-1],
fields=["_id", "data.fps"]
)
start_frames = []
end_frames = []
elements = list(get_assets(
project_name,
parent_ids=[asset_data["_id"]],
fields=["_id", "data.clipIn", "data.clipOut"]
))
for e in elements:
start_frames.append(e.get('data').get('clipIn'))
end_frames.append(e.get('data').get('clipOut'))
elements.extend(get_assets(
project_name,
parent_ids=[e["_id"]],
fields=["_id", "data.clipIn", "data.clipOut"]
))
min_frame = min(start_frames)
max_frame = max(end_frames)
scene.set_display_rate(
unreal.FrameRate(asset_data.get('data').get("fps"), 1.0))
scene.set_playback_start(min_frame)
scene.set_playback_end(max_frame)
sequences.append(scene)
frame_ranges.append((min_frame, max_frame))
sequences.append(sequence)
frame_ranges.append(frame_range)
else:
for e in existing_sequences:
sequences.append(e.get_asset())
@ -248,8 +175,6 @@ class CameraLoader(plugin.Loader):
e.get_asset().get_playback_start(),
e.get_asset().get_playback_end()))
i += 1
EditorAssetLibrary.make_directory(asset_dir)
cam_seq = tools.create_asset(
@ -260,19 +185,24 @@ class CameraLoader(plugin.Loader):
)
# Add sequences data to hierarchy
for i in range(0, len(sequences) - 1):
self._set_sequence_hierarchy(
for i in range(len(sequences) - 1):
set_sequence_hierarchy(
sequences[i], sequences[i + 1],
frame_ranges[i + 1][0], frame_ranges[i + 1][1])
frame_ranges[i][1],
frame_ranges[i + 1][0], frame_ranges[i + 1][1],
[level])
project_name = legacy_io.active_project()
data = get_asset_by_name(project_name, asset)["data"]
cam_seq.set_display_rate(
unreal.FrameRate(data.get("fps"), 1.0))
cam_seq.set_playback_start(data.get('clipIn'))
cam_seq.set_playback_end(data.get('clipOut') + 1)
self._set_sequence_hierarchy(
set_sequence_hierarchy(
sequences[-1], cam_seq,
data.get('clipIn'), data.get('clipOut'))
frame_ranges[-1][1],
data.get('clipIn'), data.get('clipOut'),
[level])
settings = unreal.MovieSceneUserImportFBXSettings()
settings.set_editor_property('reduce_keys', False)
@ -307,7 +237,7 @@ class CameraLoader(plugin.Loader):
key.set_time(unreal.FrameNumber(value=new_time))
# Create Asset Container
unreal_pipeline.create_container(
create_container(
container=container_name, path=asset_dir)
data = {
@ -322,7 +252,7 @@ class CameraLoader(plugin.Loader):
"parent": context["representation"]["parent"],
"family": context["representation"]["context"]["family"]
}
unreal_pipeline.imprint(
imprint(
"{}/{}".format(asset_dir, container_name), data)
EditorLevelLibrary.save_all_dirty_levels()
@ -360,7 +290,7 @@ class CameraLoader(plugin.Loader):
sequences = ar.get_assets(filter)
filter = unreal.ARFilter(
class_names=["World"],
package_paths=[str(Path(asset_dir).parent.as_posix())],
package_paths=[asset_dir],
recursive_paths=True)
maps = ar.get_assets(filter)
@ -470,7 +400,7 @@ class CameraLoader(plugin.Loader):
"representation": str(representation["_id"]),
"parent": str(representation["parent"])
}
unreal_pipeline.imprint(
imprint(
"{}/{}".format(asset_dir, container.get('container_name')), data)
EditorLevelLibrary.save_current_level()
@ -484,15 +414,15 @@ class CameraLoader(plugin.Loader):
EditorLevelLibrary.load_level(master_level)
def remove(self, container):
path = Path(container.get("namespace"))
parent_path = str(path.parent.as_posix())
asset_dir = container.get('namespace')
path = Path(asset_dir)
ar = unreal.AssetRegistryHelpers.get_asset_registry()
filter = unreal.ARFilter(
_filter = unreal.ARFilter(
class_names=["LevelSequence"],
package_paths=[f"{str(path.as_posix())}"],
package_paths=[asset_dir],
recursive_paths=False)
sequences = ar.get_assets(filter)
sequences = ar.get_assets(_filter)
if not sequences:
raise Exception("Could not find sequence.")
@ -500,11 +430,11 @@ class CameraLoader(plugin.Loader):
world = ar.get_asset_by_object_path(
EditorLevelLibrary.get_editor_world().get_path_name())
filter = unreal.ARFilter(
_filter = unreal.ARFilter(
class_names=["World"],
package_paths=[f"{parent_path}"],
package_paths=[asset_dir],
recursive_paths=True)
maps = ar.get_assets(filter)
maps = ar.get_assets(_filter)
# There should be only one map in the list
if not maps:
@ -534,12 +464,18 @@ class CameraLoader(plugin.Loader):
root = "/Game/Ayon"
namespace = container.get('namespace').replace(f"{root}/", "")
ms_asset = namespace.split('/')[0]
filter = unreal.ARFilter(
_filter = unreal.ARFilter(
class_names=["LevelSequence"],
package_paths=[f"{root}/{ms_asset}"],
recursive_paths=False)
sequences = ar.get_assets(filter)
sequences = ar.get_assets(_filter)
master_sequence = sequences[0].get_asset()
_filter = unreal.ARFilter(
class_names=["World"],
package_paths=[f"{root}/{ms_asset}"],
recursive_paths=False)
levels = ar.get_assets(_filter)
master_level = levels[0].get_full_name()
sequences = [master_sequence]
@ -547,10 +483,13 @@ class CameraLoader(plugin.Loader):
for s in sequences:
tracks = s.get_master_tracks()
subscene_track = None
visibility_track = None
for t in tracks:
if t.get_class() == unreal.MovieSceneSubTrack.static_class():
subscene_track = t
break
if (t.get_class() ==
unreal.MovieSceneLevelVisibilityTrack.static_class()):
visibility_track = t
if subscene_track:
sections = subscene_track.get_sections()
for ss in sections:
@ -565,18 +504,45 @@ class CameraLoader(plugin.Loader):
ss.set_row_index(i)
i += 1
if visibility_track:
sections = visibility_track.get_sections()
for ss in sections:
if (unreal.Name(f"{container.get('asset')}_map_camera")
in ss.get_level_names()):
visibility_track.remove_section(ss)
# Update visibility sections indexes.
i = -1
prev_name = []
for ss in sections:
if prev_name != ss.get_level_names():
i += 1
ss.set_row_index(i)
prev_name = ss.get_level_names()
if parent:
break
assert parent, "Could not find the parent sequence"
EditorAssetLibrary.delete_directory(str(path.as_posix()))
# Create a temporary level to delete the layout level.
EditorLevelLibrary.save_all_dirty_levels()
EditorAssetLibrary.make_directory(f"{root}/tmp")
tmp_level = f"{root}/tmp/temp_map"
if not EditorAssetLibrary.does_asset_exist(f"{tmp_level}.temp_map"):
EditorLevelLibrary.new_level(tmp_level)
else:
EditorLevelLibrary.load_level(tmp_level)
# Delete the layout directory.
EditorAssetLibrary.delete_directory(asset_dir)
EditorLevelLibrary.load_level(master_level)
EditorAssetLibrary.delete_directory(f"{root}/tmp")
# Check if there isn't any more assets in the parent folder, and
# delete it if not.
asset_content = EditorAssetLibrary.list_assets(
parent_path, recursive=False, include_folder=True
path.parent.as_posix(), recursive=False, include_folder=True
)
if len(asset_content) == 0:
EditorAssetLibrary.delete_directory(parent_path)
EditorAssetLibrary.delete_directory(path.parent.as_posix())

View file

@ -13,7 +13,7 @@ from unreal import FBXImportType
from unreal import MovieSceneLevelVisibilityTrack
from unreal import MovieSceneSubTrack
from openpype.client import get_asset_by_name, get_assets, get_representations
from openpype.client import get_asset_by_name, get_representations
from openpype.pipeline import (
discover_loader_plugins,
loaders_from_representation,
@ -25,7 +25,13 @@ from openpype.pipeline import (
from openpype.pipeline.context_tools import get_current_project_asset
from openpype.settings import get_current_project_settings
from openpype.hosts.unreal.api import plugin
from openpype.hosts.unreal.api import pipeline as unreal_pipeline
from openpype.hosts.unreal.api.pipeline import (
generate_sequence,
set_sequence_hierarchy,
create_container,
imprint,
ls,
)
class LayoutLoader(plugin.Loader):
@ -91,77 +97,6 @@ class LayoutLoader(plugin.Loader):
return None
@staticmethod
def _set_sequence_hierarchy(
seq_i, seq_j, max_frame_i, min_frame_j, max_frame_j, map_paths
):
# Get existing sequencer tracks or create them if they don't exist
tracks = seq_i.get_master_tracks()
subscene_track = None
visibility_track = None
for t in tracks:
if t.get_class() == unreal.MovieSceneSubTrack.static_class():
subscene_track = t
if (t.get_class() ==
unreal.MovieSceneLevelVisibilityTrack.static_class()):
visibility_track = t
if not subscene_track:
subscene_track = seq_i.add_master_track(unreal.MovieSceneSubTrack)
if not visibility_track:
visibility_track = seq_i.add_master_track(
unreal.MovieSceneLevelVisibilityTrack)
# Create the sub-scene section
subscenes = subscene_track.get_sections()
subscene = None
for s in subscenes:
if s.get_editor_property('sub_sequence') == seq_j:
subscene = s
break
if not subscene:
subscene = subscene_track.add_section()
subscene.set_row_index(len(subscene_track.get_sections()))
subscene.set_editor_property('sub_sequence', seq_j)
subscene.set_range(
min_frame_j,
max_frame_j + 1)
# Create the visibility section
ar = unreal.AssetRegistryHelpers.get_asset_registry()
maps = []
for m in map_paths:
# Unreal requires to load the level to get the map name
EditorLevelLibrary.save_all_dirty_levels()
EditorLevelLibrary.load_level(m)
maps.append(str(ar.get_asset_by_object_path(m).asset_name))
vis_section = visibility_track.add_section()
index = len(visibility_track.get_sections())
vis_section.set_range(
min_frame_j,
max_frame_j + 1)
vis_section.set_visibility(unreal.LevelVisibility.VISIBLE)
vis_section.set_row_index(index)
vis_section.set_level_names(maps)
if min_frame_j > 1:
hid_section = visibility_track.add_section()
hid_section.set_range(
1,
min_frame_j)
hid_section.set_visibility(unreal.LevelVisibility.HIDDEN)
hid_section.set_row_index(index)
hid_section.set_level_names(maps)
if max_frame_j < max_frame_i:
hid_section = visibility_track.add_section()
hid_section.set_range(
max_frame_j + 1,
max_frame_i + 1)
hid_section.set_visibility(unreal.LevelVisibility.HIDDEN)
hid_section.set_row_index(index)
hid_section.set_level_names(maps)
def _transform_from_basis(self, transform, basis):
"""Transform a transform from a basis to a new basis."""
# Get the basis matrix
@ -352,63 +287,6 @@ class LayoutLoader(plugin.Loader):
sec_params = section.get_editor_property('params')
sec_params.set_editor_property('animation', animation)
@staticmethod
def _generate_sequence(h, h_dir):
tools = unreal.AssetToolsHelpers().get_asset_tools()
sequence = tools.create_asset(
asset_name=h,
package_path=h_dir,
asset_class=unreal.LevelSequence,
factory=unreal.LevelSequenceFactoryNew()
)
project_name = legacy_io.active_project()
asset_data = get_asset_by_name(
project_name,
h_dir.split('/')[-1],
fields=["_id", "data.fps"]
)
start_frames = []
end_frames = []
elements = list(get_assets(
project_name,
parent_ids=[asset_data["_id"]],
fields=["_id", "data.clipIn", "data.clipOut"]
))
for e in elements:
start_frames.append(e.get('data').get('clipIn'))
end_frames.append(e.get('data').get('clipOut'))
elements.extend(get_assets(
project_name,
parent_ids=[e["_id"]],
fields=["_id", "data.clipIn", "data.clipOut"]
))
min_frame = min(start_frames)
max_frame = max(end_frames)
sequence.set_display_rate(
unreal.FrameRate(asset_data.get('data').get("fps"), 1.0))
sequence.set_playback_start(min_frame)
sequence.set_playback_end(max_frame)
tracks = sequence.get_master_tracks()
track = None
for t in tracks:
if (t.get_class() ==
unreal.MovieSceneCameraCutTrack.static_class()):
track = t
break
if not track:
track = sequence.add_master_track(
unreal.MovieSceneCameraCutTrack)
return sequence, (min_frame, max_frame)
def _get_repre_docs_by_version_id(self, data):
version_ids = {
element.get("version")
@ -696,7 +574,7 @@ class LayoutLoader(plugin.Loader):
]
if not existing_sequences:
sequence, frame_range = self._generate_sequence(h, h_dir)
sequence, frame_range = generate_sequence(h, h_dir)
sequences.append(sequence)
frame_ranges.append(frame_range)
@ -716,7 +594,7 @@ class LayoutLoader(plugin.Loader):
# sequences and frame_ranges have the same length
for i in range(0, len(sequences) - 1):
self._set_sequence_hierarchy(
set_sequence_hierarchy(
sequences[i], sequences[i + 1],
frame_ranges[i][1],
frame_ranges[i + 1][0], frame_ranges[i + 1][1],
@ -729,7 +607,7 @@ class LayoutLoader(plugin.Loader):
shot.set_playback_start(0)
shot.set_playback_end(data.get('clipOut') - data.get('clipIn') + 1)
if sequences:
self._set_sequence_hierarchy(
set_sequence_hierarchy(
sequences[-1], shot,
frame_ranges[-1][1],
data.get('clipIn'), data.get('clipOut'),
@ -745,7 +623,7 @@ class LayoutLoader(plugin.Loader):
EditorLevelLibrary.save_current_level()
# Create Asset Container
unreal_pipeline.create_container(
create_container(
container=container_name, path=asset_dir)
data = {
@ -761,7 +639,7 @@ class LayoutLoader(plugin.Loader):
"family": context["representation"]["context"]["family"],
"loaded_assets": loaded_assets
}
unreal_pipeline.imprint(
imprint(
"{}/{}".format(asset_dir, container_name), data)
asset_content = EditorAssetLibrary.list_assets(
@ -843,7 +721,7 @@ class LayoutLoader(plugin.Loader):
"parent": str(representation["parent"]),
"loaded_assets": loaded_assets
}
unreal_pipeline.imprint(
imprint(
"{}/{}".format(asset_dir, container.get('container_name')), data)
EditorLevelLibrary.save_current_level()
@ -870,7 +748,7 @@ class LayoutLoader(plugin.Loader):
root = "/Game/Ayon"
path = Path(container.get("namespace"))
containers = unreal_pipeline.ls()
containers = ls()
layout_containers = [
c for c in containers
if (c.get('asset_name') != container.get('asset_name') and