diff --git a/openpype/hosts/unreal/plugins/load/load_alembic_geometrycache.py b/openpype/hosts/unreal/plugins/load/load_alembic_geometrycache.py new file mode 100644 index 0000000000..a9279bf6e0 --- /dev/null +++ b/openpype/hosts/unreal/plugins/load/load_alembic_geometrycache.py @@ -0,0 +1,162 @@ +import os + +from avalon import api, pipeline +from avalon.unreal import lib +from avalon.unreal import pipeline as unreal_pipeline +import unreal + + +class PointCacheAlembicLoader(api.Loader): + """Load Point Cache from Alembic""" + + families = ["model", "pointcache"] + label = "Import Alembic Point Cache" + representations = ["abc"] + icon = "cube" + color = "orange" + + def load(self, context, name, namespace, data): + """ + Load and containerise representation into Content Browser. + + This is two step process. First, import FBX to temporary path and + then call `containerise()` on it - this moves all content to new + directory and then it will create AssetContainer there and imprint it + with metadata. This will mark this path as container. + + Args: + context (dict): application context + name (str): subset name + namespace (str): in Unreal this is basically path to container. + This is not passed here, so namespace is set + by `containerise()` because only then we know + real path. + data (dict): Those would be data to be imprinted. This is not used + now, data are imprinted by `containerise()`. + + Returns: + list(str): list of container content + """ + + # Create directory for asset and avalon container + root = "/Game/Avalon/Assets" + asset = context.get('asset').get('name') + suffix = "_CON" + if asset: + asset_name = "{}_{}".format(asset, name) + else: + asset_name = "{}".format(name) + + tools = unreal.AssetToolsHelpers().get_asset_tools() + asset_dir, container_name = tools.create_unique_asset_name( + "{}/{}/{}".format(root, asset, name), suffix="") + + container_name += suffix + + unreal.EditorAssetLibrary.make_directory(asset_dir) + + task = unreal.AssetImportTask() + + task.set_editor_property('filename', self.fname) + task.set_editor_property('destination_path', asset_dir) + task.set_editor_property('destination_name', asset_name) + task.set_editor_property('replace_existing', False) + task.set_editor_property('automated', True) + task.set_editor_property('save', True) + + # set import options here + # Unreal 4.24 ignores the settings. It works with Unreal 4.26 + options = unreal.AbcImportSettings() + options.set_editor_property( + 'import_type', unreal.AlembicImportType.GEOMETRY_CACHE) + + options.geometry_cache_settings.set_editor_property( + 'flatten_tracks', False) + + task.options = options + unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) # noqa: E501 + + # Create Asset Container + lib.create_avalon_container( + container=container_name, path=asset_dir) + + data = { + "schema": "openpype:container-2.0", + "id": pipeline.AVALON_CONTAINER_ID, + "asset": asset, + "namespace": asset_dir, + "container_name": container_name, + "asset_name": asset_name, + "loader": str(self.__class__.__name__), + "representation": context["representation"]["_id"], + "parent": context["representation"]["parent"], + "family": context["representation"]["context"]["family"] + } + unreal_pipeline.imprint( + "{}/{}".format(asset_dir, container_name), data) + + asset_content = unreal.EditorAssetLibrary.list_assets( + asset_dir, recursive=True, include_folder=True + ) + + for a in asset_content: + unreal.EditorAssetLibrary.save_asset(a) + + return asset_content + + def update(self, container, representation): + name = container["asset_name"] + source_path = api.get_representation_path(representation) + destination_path = container["namespace"] + + task = unreal.AssetImportTask() + + task.set_editor_property('filename', source_path) + task.set_editor_property('destination_path', destination_path) + # strip suffix + task.set_editor_property('destination_name', name) + task.set_editor_property('replace_existing', True) + task.set_editor_property('automated', True) + task.set_editor_property('save', True) + + # set import options here + # Unreal 4.24 ignores the settings. It works with Unreal 4.26 + options = unreal.AbcImportSettings() + options.set_editor_property( + 'import_type', unreal.AlembicImportType.GEOMETRY_CACHE) + + options.geometry_cache_settings.set_editor_property( + 'flatten_tracks', False) + + task.options = options + # do import fbx and replace existing data + unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) + container_path = "{}/{}".format(container["namespace"], + container["objectName"]) + # update metadata + unreal_pipeline.imprint( + container_path, + { + "representation": str(representation["_id"]), + "parent": str(representation["parent"]) + }) + + asset_content = unreal.EditorAssetLibrary.list_assets( + destination_path, recursive=True, include_folder=True + ) + + for a in asset_content: + unreal.EditorAssetLibrary.save_asset(a) + + def remove(self, container): + path = container["namespace"] + parent_path = os.path.dirname(path) + + unreal.EditorAssetLibrary.delete_directory(path) + + asset_content = unreal.EditorAssetLibrary.list_assets( + parent_path, recursive=False + ) + + if len(asset_content) == 0: + unreal.EditorAssetLibrary.delete_directory(parent_path) diff --git a/openpype/hosts/unreal/plugins/load/load_alembic_skeletalmesh.py b/openpype/hosts/unreal/plugins/load/load_alembic_skeletalmesh.py new file mode 100644 index 0000000000..b652af0b89 --- /dev/null +++ b/openpype/hosts/unreal/plugins/load/load_alembic_skeletalmesh.py @@ -0,0 +1,156 @@ +import os + +from avalon import api, pipeline +from avalon.unreal import lib +from avalon.unreal import pipeline as unreal_pipeline +import unreal + + +class SkeletalMeshAlembicLoader(api.Loader): + """Load Unreal SkeletalMesh from Alembic""" + + families = ["pointcache"] + label = "Import Alembic Skeletal Mesh" + representations = ["abc"] + icon = "cube" + color = "orange" + + def load(self, context, name, namespace, data): + """ + Load and containerise representation into Content Browser. + + This is two step process. First, import FBX to temporary path and + then call `containerise()` on it - this moves all content to new + directory and then it will create AssetContainer there and imprint it + with metadata. This will mark this path as container. + + Args: + context (dict): application context + name (str): subset name + namespace (str): in Unreal this is basically path to container. + This is not passed here, so namespace is set + by `containerise()` because only then we know + real path. + data (dict): Those would be data to be imprinted. This is not used + now, data are imprinted by `containerise()`. + + Returns: + list(str): list of container content + """ + + # Create directory for asset and avalon container + root = "/Game/Avalon/Assets" + asset = context.get('asset').get('name') + suffix = "_CON" + if asset: + asset_name = "{}_{}".format(asset, name) + else: + asset_name = "{}".format(name) + + tools = unreal.AssetToolsHelpers().get_asset_tools() + asset_dir, container_name = tools.create_unique_asset_name( + "{}/{}/{}".format(root, asset, name), suffix="") + + container_name += suffix + + unreal.EditorAssetLibrary.make_directory(asset_dir) + + task = unreal.AssetImportTask() + + task.set_editor_property('filename', self.fname) + task.set_editor_property('destination_path', asset_dir) + task.set_editor_property('destination_name', asset_name) + task.set_editor_property('replace_existing', False) + task.set_editor_property('automated', True) + task.set_editor_property('save', True) + + # set import options here + # Unreal 4.24 ignores the settings. It works with Unreal 4.26 + options = unreal.AbcImportSettings() + options.set_editor_property( + 'import_type', unreal.AlembicImportType.SKELETAL) + + task.options = options + unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) # noqa: E501 + + # Create Asset Container + lib.create_avalon_container( + container=container_name, path=asset_dir) + + data = { + "schema": "openpype:container-2.0", + "id": pipeline.AVALON_CONTAINER_ID, + "asset": asset, + "namespace": asset_dir, + "container_name": container_name, + "asset_name": asset_name, + "loader": str(self.__class__.__name__), + "representation": context["representation"]["_id"], + "parent": context["representation"]["parent"], + "family": context["representation"]["context"]["family"] + } + unreal_pipeline.imprint( + "{}/{}".format(asset_dir, container_name), data) + + asset_content = unreal.EditorAssetLibrary.list_assets( + asset_dir, recursive=True, include_folder=True + ) + + for a in asset_content: + unreal.EditorAssetLibrary.save_asset(a) + + return asset_content + + def update(self, container, representation): + name = container["asset_name"] + source_path = api.get_representation_path(representation) + destination_path = container["namespace"] + + task = unreal.AssetImportTask() + + task.set_editor_property('filename', source_path) + task.set_editor_property('destination_path', destination_path) + # strip suffix + task.set_editor_property('destination_name', name) + task.set_editor_property('replace_existing', True) + task.set_editor_property('automated', True) + task.set_editor_property('save', True) + + # set import options here + # Unreal 4.24 ignores the settings. It works with Unreal 4.26 + options = unreal.AbcImportSettings() + options.set_editor_property( + 'import_type', unreal.AlembicImportType.SKELETAL) + + task.options = options + # do import fbx and replace existing data + unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) + container_path = "{}/{}".format(container["namespace"], + container["objectName"]) + # update metadata + unreal_pipeline.imprint( + container_path, + { + "representation": str(representation["_id"]), + "parent": str(representation["parent"]) + }) + + asset_content = unreal.EditorAssetLibrary.list_assets( + destination_path, recursive=True, include_folder=True + ) + + for a in asset_content: + unreal.EditorAssetLibrary.save_asset(a) + + def remove(self, container): + path = container["namespace"] + parent_path = os.path.dirname(path) + + unreal.EditorAssetLibrary.delete_directory(path) + + asset_content = unreal.EditorAssetLibrary.list_assets( + parent_path, recursive=False + ) + + if len(asset_content) == 0: + unreal.EditorAssetLibrary.delete_directory(parent_path) diff --git a/openpype/hosts/unreal/plugins/load/load_alembic_staticmesh.py b/openpype/hosts/unreal/plugins/load/load_alembic_staticmesh.py new file mode 100644 index 0000000000..12b9320f72 --- /dev/null +++ b/openpype/hosts/unreal/plugins/load/load_alembic_staticmesh.py @@ -0,0 +1,156 @@ +import os + +from avalon import api, pipeline +from avalon.unreal import lib +from avalon.unreal import pipeline as unreal_pipeline +import unreal + + +class StaticMeshAlembicLoader(api.Loader): + """Load Unreal StaticMesh from Alembic""" + + families = ["model"] + label = "Import Alembic Static Mesh" + representations = ["abc"] + icon = "cube" + color = "orange" + + def load(self, context, name, namespace, data): + """ + Load and containerise representation into Content Browser. + + This is two step process. First, import FBX to temporary path and + then call `containerise()` on it - this moves all content to new + directory and then it will create AssetContainer there and imprint it + with metadata. This will mark this path as container. + + Args: + context (dict): application context + name (str): subset name + namespace (str): in Unreal this is basically path to container. + This is not passed here, so namespace is set + by `containerise()` because only then we know + real path. + data (dict): Those would be data to be imprinted. This is not used + now, data are imprinted by `containerise()`. + + Returns: + list(str): list of container content + """ + + # Create directory for asset and avalon container + root = "/Game/Avalon/Assets" + asset = context.get('asset').get('name') + suffix = "_CON" + if asset: + asset_name = "{}_{}".format(asset, name) + else: + asset_name = "{}".format(name) + + tools = unreal.AssetToolsHelpers().get_asset_tools() + asset_dir, container_name = tools.create_unique_asset_name( + "{}/{}/{}".format(root, asset, name), suffix="") + + container_name += suffix + + unreal.EditorAssetLibrary.make_directory(asset_dir) + + task = unreal.AssetImportTask() + + task.set_editor_property('filename', self.fname) + task.set_editor_property('destination_path', asset_dir) + task.set_editor_property('destination_name', asset_name) + task.set_editor_property('replace_existing', False) + task.set_editor_property('automated', True) + task.set_editor_property('save', True) + + # set import options here + # Unreal 4.24 ignores the settings. It works with Unreal 4.26 + options = unreal.AbcImportSettings() + options.set_editor_property( + 'import_type', unreal.AlembicImportType.STATIC_MESH) + + task.options = options + unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) # noqa: E501 + + # Create Asset Container + lib.create_avalon_container( + container=container_name, path=asset_dir) + + data = { + "schema": "openpype:container-2.0", + "id": pipeline.AVALON_CONTAINER_ID, + "asset": asset, + "namespace": asset_dir, + "container_name": container_name, + "asset_name": asset_name, + "loader": str(self.__class__.__name__), + "representation": context["representation"]["_id"], + "parent": context["representation"]["parent"], + "family": context["representation"]["context"]["family"] + } + unreal_pipeline.imprint( + "{}/{}".format(asset_dir, container_name), data) + + asset_content = unreal.EditorAssetLibrary.list_assets( + asset_dir, recursive=True, include_folder=True + ) + + for a in asset_content: + unreal.EditorAssetLibrary.save_asset(a) + + return asset_content + + def update(self, container, representation): + name = container["asset_name"] + source_path = api.get_representation_path(representation) + destination_path = container["namespace"] + + task = unreal.AssetImportTask() + + task.set_editor_property('filename', source_path) + task.set_editor_property('destination_path', destination_path) + # strip suffix + task.set_editor_property('destination_name', name) + task.set_editor_property('replace_existing', True) + task.set_editor_property('automated', True) + task.set_editor_property('save', True) + + # set import options here + # Unreal 4.24 ignores the settings. It works with Unreal 4.26 + options = unreal.AbcImportSettings() + options.set_editor_property( + 'import_type', unreal.AlembicImportType.STATIC_MESH) + + task.options = options + # do import fbx and replace existing data + unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) + container_path = "{}/{}".format(container["namespace"], + container["objectName"]) + # update metadata + unreal_pipeline.imprint( + container_path, + { + "representation": str(representation["_id"]), + "parent": str(representation["parent"]) + }) + + asset_content = unreal.EditorAssetLibrary.list_assets( + destination_path, recursive=True, include_folder=True + ) + + for a in asset_content: + unreal.EditorAssetLibrary.save_asset(a) + + def remove(self, container): + path = container["namespace"] + parent_path = os.path.dirname(path) + + unreal.EditorAssetLibrary.delete_directory(path) + + asset_content = unreal.EditorAssetLibrary.list_assets( + parent_path, recursive=False + ) + + if len(asset_content) == 0: + unreal.EditorAssetLibrary.delete_directory(parent_path) diff --git a/openpype/hosts/unreal/plugins/load/load_staticmeshfbx.py b/openpype/hosts/unreal/plugins/load/load_staticmeshfbx.py index dbea1d5951..dcb566fa4c 100644 --- a/openpype/hosts/unreal/plugins/load/load_staticmeshfbx.py +++ b/openpype/hosts/unreal/plugins/load/load_staticmeshfbx.py @@ -1,7 +1,6 @@ import os from avalon import api, pipeline -from avalon import unreal as avalon_unreal from avalon.unreal import lib from avalon.unreal import pipeline as unreal_pipeline import unreal