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https://github.com/ynput/ayon-core.git
synced 2026-01-02 00:44:52 +01:00
Camera handling between Blender and Unreal implemented
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parent
80841fde06
commit
1d6b10bb1d
4 changed files with 306 additions and 10 deletions
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@ -3,11 +3,12 @@
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import bpy
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from avalon import api
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from avalon.blender import lib
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import openpype.hosts.blender.api.plugin
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from avalon.blender import lib, ops
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from avalon.blender.pipeline import AVALON_INSTANCES
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from openpype.hosts.blender.api import plugin
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class CreateCamera(openpype.hosts.blender.api.plugin.Creator):
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class CreateCamera(plugin.Creator):
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"""Polygonal static geometry"""
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name = "cameraMain"
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@ -16,17 +17,47 @@ class CreateCamera(openpype.hosts.blender.api.plugin.Creator):
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icon = "video-camera"
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def process(self):
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""" Run the creator on Blender main thread"""
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mti = ops.MainThreadItem(self._process)
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ops.execute_in_main_thread(mti)
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def process(self):
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# Get Instance Containter or create it if it does not exist
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instances = bpy.data.collections.get(AVALON_INSTANCES)
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if not instances:
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instances = bpy.data.collections.new(name=AVALON_INSTANCES)
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bpy.context.scene.collection.children.link(instances)
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# Create instance object
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asset = self.data["asset"]
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subset = self.data["subset"]
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name = openpype.hosts.blender.api.plugin.asset_name(asset, subset)
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collection = bpy.data.collections.new(name=name)
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bpy.context.scene.collection.children.link(collection)
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name = plugin.asset_name(asset, subset)
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camera = bpy.data.cameras.new(subset)
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camera_obj = bpy.data.objects.new(subset, camera)
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instances.objects.link(camera_obj)
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asset_group = bpy.data.objects.new(name=name, object_data=None)
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asset_group.empty_display_type = 'SINGLE_ARROW'
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instances.objects.link(asset_group)
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self.data['task'] = api.Session.get('AVALON_TASK')
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lib.imprint(collection, self.data)
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print(f"self.data: {self.data}")
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lib.imprint(asset_group, self.data)
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if (self.options or {}).get("useSelection"):
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for obj in lib.get_selection():
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collection.objects.link(obj)
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bpy.context.view_layer.objects.active = asset_group
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selected = lib.get_selection()
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for obj in selected:
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obj.select_set(True)
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selected.append(asset_group)
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bpy.ops.object.parent_set(keep_transform=True)
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else:
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bpy.ops.object.select_all(action='DESELECT')
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camera_obj.select_set(True)
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asset_group.select_set(True)
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bpy.context.view_layer.objects.active = asset_group
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bpy.ops.object.parent_set(keep_transform=True)
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return collection
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return asset_group
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@ -12,6 +12,7 @@ from avalon.blender.pipeline import AVALON_CONTAINERS
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from avalon.blender.pipeline import AVALON_CONTAINER_ID
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from avalon.blender.pipeline import AVALON_PROPERTY
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from avalon.blender.pipeline import AVALON_INSTANCES
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from openpype import lib
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from openpype.hosts.blender.api import plugin
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@ -59,6 +60,8 @@ class JsonLayoutLoader(plugin.AssetLoader):
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return None
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def _process(self, libpath, asset, asset_group, actions):
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print(f"asset: {asset}")
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bpy.ops.object.select_all(action='DESELECT')
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with open(libpath, "r") as fp:
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@ -103,6 +106,21 @@ class JsonLayoutLoader(plugin.AssetLoader):
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options=options
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)
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# Create the camera asset and the camera instance
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creator_plugin = lib.get_creator_by_name("CreateCamera")
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if not creator_plugin:
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raise ValueError("Creator plugin \"CreateCamera\" was "
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"not found.")
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api.create(
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creator_plugin,
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name="camera",
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# name=f"{unique_number}_{subset}_animation",
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asset=asset,
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options={"useSelection": False}
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# data={"dependencies": str(context["representation"]["_id"])}
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)
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def process_asset(self,
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context: dict,
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name: str,
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72
openpype/hosts/blender/plugins/publish/extract_camera.py
Normal file
72
openpype/hosts/blender/plugins/publish/extract_camera.py
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@ -0,0 +1,72 @@
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import os
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from openpype import api
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from openpype.hosts.blender.api import plugin
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import bpy
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class ExtractFBX(api.Extractor):
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"""Extract as FBX."""
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label = "Extract FBX"
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hosts = ["blender"]
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families = ["camera"]
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optional = True
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def process(self, instance):
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# Define extract output file path
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stagingdir = self.staging_dir(instance)
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filename = f"{instance.name}.fbx"
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filepath = os.path.join(stagingdir, filename)
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# Perform extraction
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self.log.info("Performing extraction..")
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bpy.ops.object.select_all(action='DESELECT')
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selected = []
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camera = None
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for obj in instance:
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if obj.type == "CAMERA":
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obj.select_set(True)
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selected.append(obj)
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camera = obj
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break
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assert camera, "No camera found"
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context = plugin.create_blender_context(
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active=camera, selected=selected)
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scale_length = bpy.context.scene.unit_settings.scale_length
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bpy.context.scene.unit_settings.scale_length = 0.01
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# We export the fbx
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bpy.ops.export_scene.fbx(
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context,
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filepath=filepath,
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use_active_collection=False,
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use_selection=True,
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object_types={'CAMERA'}
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)
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bpy.context.scene.unit_settings.scale_length = scale_length
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bpy.ops.object.select_all(action='DESELECT')
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if "representations" not in instance.data:
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instance.data["representations"] = []
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representation = {
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'name': 'fbx',
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'ext': 'fbx',
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'files': filename,
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"stagingDir": stagingdir,
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}
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instance.data["representations"].append(representation)
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self.log.info("Extracted instance '%s' to: %s",
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instance.name, representation)
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175
openpype/hosts/unreal/plugins/load/load_camera.py
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175
openpype/hosts/unreal/plugins/load/load_camera.py
Normal file
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@ -0,0 +1,175 @@
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import os
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from avalon import api, pipeline
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from avalon.unreal import lib
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from avalon.unreal import pipeline as unreal_pipeline
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import unreal
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class CameraLoader(api.Loader):
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"""Load Unreal StaticMesh from FBX"""
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families = ["camera"]
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label = "Load Camera"
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representations = ["fbx"]
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icon = "cube"
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color = "orange"
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def load(self, context, name, namespace, data):
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"""
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Load and containerise representation into Content Browser.
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This is two step process. First, import FBX to temporary path and
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then call `containerise()` on it - this moves all content to new
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directory and then it will create AssetContainer there and imprint it
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with metadata. This will mark this path as container.
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Args:
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context (dict): application context
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name (str): subset name
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namespace (str): in Unreal this is basically path to container.
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This is not passed here, so namespace is set
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by `containerise()` because only then we know
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real path.
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data (dict): Those would be data to be imprinted. This is not used
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now, data are imprinted by `containerise()`.
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Returns:
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list(str): list of container content
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"""
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# Create directory for asset and avalon container
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root = "/Game/Avalon/Assets"
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asset = context.get('asset').get('name')
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suffix = "_CON"
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if asset:
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asset_name = "{}_{}".format(asset, name)
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else:
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asset_name = "{}".format(name)
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tools = unreal.AssetToolsHelpers().get_asset_tools()
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unique_number = 1
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if unreal.EditorAssetLibrary.does_directory_exist(f"{root}/{asset}"):
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asset_content = unreal.EditorAssetLibrary.list_assets(
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f"{root}/{asset}", recursive=False, include_folder=True
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)
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# Get highest number to make a unique name
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folders = [a for a in asset_content
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if a[-1] == "/" and f"{name}_" in a]
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f_numbers = []
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for f in folders:
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# Get number from folder name. Splits the string by "_" and
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# removes the last element (which is a "/").
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f_numbers.append(int(f.split("_")[-1][:-1]))
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f_numbers.sort()
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unique_number = f_numbers[-1] + 1
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asset_dir, container_name = tools.create_unique_asset_name(
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f"{root}/{asset}/{name}_{unique_number:02d}", suffix="")
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container_name += suffix
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unreal.EditorAssetLibrary.make_directory(asset_dir)
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sequence = tools.create_asset(
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asset_name=asset_name,
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package_path=asset_dir,
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asset_class=unreal.LevelSequence,
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factory=unreal.LevelSequenceFactoryNew()
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)
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settings = unreal.MovieSceneUserImportFBXSettings()
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unreal.SequencerTools.import_fbx(
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unreal.EditorLevelLibrary.get_editor_world(),
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sequence,
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sequence.get_bindings(),
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settings,
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self.fname
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)
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# Create Asset Container
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lib.create_avalon_container(container=container_name, path=asset_dir)
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data = {
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"schema": "openpype:container-2.0",
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"id": pipeline.AVALON_CONTAINER_ID,
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"asset": asset,
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"namespace": asset_dir,
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"container_name": container_name,
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"asset_name": asset_name,
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"loader": str(self.__class__.__name__),
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"representation": context["representation"]["_id"],
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"parent": context["representation"]["parent"],
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"family": context["representation"]["context"]["family"]
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}
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unreal_pipeline.imprint(
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"{}/{}".format(asset_dir, container_name), data)
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asset_content = unreal.EditorAssetLibrary.list_assets(
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asset_dir, recursive=True, include_folder=True
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)
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for a in asset_content:
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unreal.EditorAssetLibrary.save_asset(a)
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return asset_content
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def update(self, container, representation):
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path = container["namespace"]
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ar = unreal.AssetRegistryHelpers.get_asset_registry()
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tools = unreal.AssetToolsHelpers().get_asset_tools()
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asset_content = unreal.EditorAssetLibrary.list_assets(
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path, recursive=False, include_folder=False
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)
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asset_name = ""
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for a in asset_content:
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asset = ar.get_asset_by_object_path(a)
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if a.endswith("_CON"):
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loaded_asset = unreal.EditorAssetLibrary.load_asset(a)
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unreal.EditorAssetLibrary.set_metadata_tag(
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loaded_asset, "representation", str(representation["_id"])
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)
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unreal.EditorAssetLibrary.set_metadata_tag(
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loaded_asset, "parent", str(representation["parent"])
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)
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asset_name = unreal.EditorAssetLibrary.get_metadata_tag(
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loaded_asset, "asset_name"
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)
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elif asset.asset_class == "LevelSequence":
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unreal.EditorAssetLibrary.delete_asset(a)
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sequence = tools.create_asset(
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asset_name=asset_name,
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package_path=path,
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asset_class=unreal.LevelSequence,
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factory=unreal.LevelSequenceFactoryNew()
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)
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settings = unreal.MovieSceneUserImportFBXSettings()
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unreal.SequencerTools.import_fbx(
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unreal.EditorLevelLibrary.get_editor_world(),
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sequence,
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sequence.get_bindings(),
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settings,
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str(representation["data"]["path"])
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)
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def remove(self, container):
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path = container["namespace"]
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parent_path = os.path.dirname(path)
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unreal.EditorAssetLibrary.delete_directory(path)
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asset_content = unreal.EditorAssetLibrary.list_assets(
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parent_path, recursive=False, include_folder=True
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)
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if len(asset_content) == 0:
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unreal.EditorAssetLibrary.delete_directory(parent_path)
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