mirror of
https://github.com/ynput/ayon-core.git
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Merge pull request #695 from simonebarbieri/feature/unreal-support
Unreal: animation, layout and setdress updates
This commit is contained in:
commit
3f20b2602d
16 changed files with 1450 additions and 172 deletions
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@ -7,7 +7,7 @@ import bpy
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from avalon import api
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VALID_EXTENSIONS = [".blend"]
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VALID_EXTENSIONS = [".blend", ".json"]
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def asset_name(
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@ -29,15 +29,19 @@ def get_unique_number(
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c for c in bpy.data.collections
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if c.name == 'AVALON_CONTAINERS'
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]
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loaded_assets = []
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containers = []
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# First, add the children of avalon containers
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for c in avalon_containers:
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loaded_assets.extend(c.children)
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collections_names = [
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c.name for c in loaded_assets
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containers.extend(c.children)
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# then keep looping to include all the children
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for c in containers:
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containers.extend(c.children)
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container_names = [
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c.name for c in containers
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]
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count = 1
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name = f"{asset}_{count:0>2}_{subset}_CON"
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while name in collections_names:
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while name in container_names:
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count += 1
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name = f"{asset}_{count:0>2}_{subset}_CON"
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return f"{count:0>2}"
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@ -59,20 +63,20 @@ def create_blender_context(active: Optional[bpy.types.Object] = None,
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if not isinstance(selected, list):
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selected = [selected]
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override_context = bpy.context.copy()
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for win in bpy.context.window_manager.windows:
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for area in win.screen.areas:
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if area.type == 'VIEW_3D':
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for region in area.regions:
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if region.type == 'WINDOW':
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override_context = {
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'window': win,
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'screen': win.screen,
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'area': area,
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'region': region,
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'scene': bpy.context.scene,
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'active_object': active,
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'selected_objects': selected
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}
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override_context['window'] = win
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override_context['screen'] = win.screen
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override_context['area'] = area
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override_context['region'] = region
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override_context['scene'] = bpy.context.scene
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override_context['active_object'] = active
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override_context['selected_objects'] = selected
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return override_context
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raise Exception("Could not create a custom Blender context.")
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@ -175,7 +179,17 @@ class AssetLoader(api.Loader):
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# just re-using the collection
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assert Path(self.fname).exists(), f"{self.fname} doesn't exist."
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self.process_asset(
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asset = context["asset"]["name"]
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subset = context["subset"]["name"]
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unique_number = get_unique_number(
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asset, subset
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)
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namespace = namespace or f"{asset}_{unique_number}"
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name = name or asset_name(
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asset, subset, unique_number
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)
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nodes = self.process_asset(
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context=context,
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name=name,
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namespace=namespace,
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@ -183,25 +197,24 @@ class AssetLoader(api.Loader):
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)
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# Only containerise if anything was loaded by the Loader.
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nodes = self[:]
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if not nodes:
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return None
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# Only containerise if it's not already a collection from a .blend file.
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representation = context["representation"]["name"]
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if representation != "blend":
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from avalon.blender.pipeline import containerise
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return containerise(
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name=name,
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namespace=namespace,
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nodes=nodes,
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context=context,
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loader=self.__class__.__name__,
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)
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# representation = context["representation"]["name"]
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# if representation != "blend":
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# from avalon.blender.pipeline import containerise
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# return containerise(
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# name=name,
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# namespace=namespace,
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# nodes=nodes,
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# context=context,
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# loader=self.__class__.__name__,
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# )
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asset = context["asset"]["name"]
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subset = context["subset"]["name"]
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instance_name = asset_name(asset, subset, namespace)
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instance_name = asset_name(asset, subset, unique_number) + '_CON'
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return self._get_instance_collection(instance_name, nodes)
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@ -2,12 +2,11 @@
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import bpy
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from avalon import api
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from avalon.blender import Creator, lib
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from avalon import api, blender
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import pype.hosts.blender.plugin
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class CreateAnimation(Creator):
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class CreateAnimation(blender.Creator):
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"""Animation output for character rigs"""
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name = "animationMain"
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@ -16,37 +15,16 @@ class CreateAnimation(Creator):
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icon = "male"
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def process(self):
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asset = self.data["asset"]
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subset = self.data["subset"]
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name = pype.hosts.blender.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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self.data['task'] = api.Session.get('AVALON_TASK')
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lib.imprint(collection, self.data)
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# Add the rig object and all the children meshes to
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# a set and link them all at the end to avoid duplicates.
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# Blender crashes if trying to link an object that is already linked.
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# This links automatically the children meshes if they were not
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# selected, and doesn't link them twice if they, insted,
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# were manually selected by the user.
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objects_to_link = set()
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blender.lib.imprint(collection, 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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objects_to_link.add(obj)
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if obj.type == 'ARMATURE':
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for subobj in obj.children:
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objects_to_link.add(subobj)
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for obj in objects_to_link:
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collection.objects.link(obj)
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for obj in blender.lib.get_selection():
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collection.objects.link(obj)
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return collection
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24
pype/plugins/blender/create/create_setdress.py
Normal file
24
pype/plugins/blender/create/create_setdress.py
Normal file
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@ -0,0 +1,24 @@
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import bpy
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from avalon import api, blender
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import pype.hosts.blender.plugin
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class CreateSetDress(blender.Creator):
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"""A grouped package of loaded content"""
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name = "setdressMain"
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label = "Set Dress"
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family = "setdress"
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icon = "cubes"
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defaults = ["Main", "Anim"]
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def process(self):
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asset = self.data["asset"]
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subset = self.data["subset"]
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name = pype.hosts.blender.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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self.data['task'] = api.Session.get('AVALON_TASK')
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blender.lib.imprint(collection, self.data)
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return collection
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@ -1,11 +1,15 @@
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"""Load a layout in Blender."""
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import json
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from logging import log, warning
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import math
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import logging
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from pathlib import Path
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from pprint import pformat
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from typing import Dict, List, Optional
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from avalon import api, blender
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from avalon import api, blender, pipeline
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import bpy
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import pype.hosts.blender.plugin as plugin
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@ -150,8 +154,9 @@ class BlendLayoutLoader(plugin.AssetLoader):
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# Save the list of objects in the metadata container
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container_metadata["objects"] = obj_container.all_objects
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nodes = list(container.objects)
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nodes.append(container)
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# nodes = list(container.objects)
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# nodes.append(container)
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nodes = [container]
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self[:] = nodes
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return nodes
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@ -192,7 +197,7 @@ class BlendLayoutLoader(plugin.AssetLoader):
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assert libpath.is_file(), (
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f"The file doesn't exist: {libpath}"
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)
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assert extension in pype.hosts.blender.plugin.VALID_EXTENSIONS, (
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assert extension in plugin.VALID_EXTENSIONS, (
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f"Unsupported file: {libpath}"
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)
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@ -271,3 +276,378 @@ class BlendLayoutLoader(plugin.AssetLoader):
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bpy.data.collections.remove(collection)
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return True
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class UnrealLayoutLoader(plugin.AssetLoader):
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"""Load layout published from Unreal."""
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families = ["layout"]
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representations = ["json"]
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label = "Link Layout"
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icon = "code-fork"
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color = "orange"
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def _remove_objects(self, objects):
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for obj in list(objects):
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if obj.type == 'ARMATURE':
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bpy.data.armatures.remove(obj.data)
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elif obj.type == 'MESH':
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bpy.data.meshes.remove(obj.data)
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elif obj.type == 'CAMERA':
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bpy.data.cameras.remove(obj.data)
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elif obj.type == 'CURVE':
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bpy.data.curves.remove(obj.data)
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else:
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self.log.error(
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f"Object {obj.name} of type {obj.type} not recognized.")
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def _remove_collections(self, collection):
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if collection.children:
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for child in collection.children:
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self._remove_collections(child)
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bpy.data.collections.remove(child)
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def _remove(self, layout_container):
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layout_container_metadata = layout_container.get(
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blender.pipeline.AVALON_PROPERTY)
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if layout_container.children:
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for child in layout_container.children:
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child_container = child.get(blender.pipeline.AVALON_PROPERTY)
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child_container['objectName'] = child.name
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api.remove(child_container)
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for c in bpy.data.collections:
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metadata = c.get('avalon')
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if metadata:
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print("metadata.get('id')")
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print(metadata.get('id'))
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if metadata and metadata.get('id') == 'pyblish.avalon.instance':
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print("metadata.get('dependencies')")
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print(metadata.get('dependencies'))
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print("layout_container_metadata.get('representation')")
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print(layout_container_metadata.get('representation'))
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if metadata.get('dependencies') == layout_container_metadata.get('representation'):
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for child in c.children:
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bpy.data.collections.remove(child)
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bpy.data.collections.remove(c)
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break
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def _get_loader(self, loaders, family):
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name = ""
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if family == 'rig':
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name = "BlendRigLoader"
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elif family == 'model':
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name = "BlendModelLoader"
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if name == "":
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return None
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for loader in loaders:
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if loader.__name__ == name:
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return loader
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return None
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def set_transform(self, obj, transform):
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location = transform.get('translation')
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rotation = transform.get('rotation')
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scale = transform.get('scale')
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# Y position is inverted in sign because Unreal and Blender have the
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# Y axis mirrored
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obj.location = (
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location.get('x'),
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-location.get('y'),
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location.get('z')
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)
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obj.rotation_euler = (
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rotation.get('x'),
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-rotation.get('y'),
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-rotation.get('z')
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)
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obj.scale = (
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scale.get('x'),
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scale.get('y'),
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scale.get('z')
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)
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def _process(
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self, libpath, layout_container, container_name, representation,
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actions, parent
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):
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with open(libpath, "r") as fp:
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data = json.load(fp)
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scene = bpy.context.scene
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layout_collection = bpy.data.collections.new(container_name)
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scene.collection.children.link(layout_collection)
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all_loaders = api.discover(api.Loader)
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avalon_container = bpy.data.collections.get(
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blender.pipeline.AVALON_CONTAINERS)
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for element in data:
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reference = element.get('reference')
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family = element.get('family')
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loaders = api.loaders_from_representation(all_loaders, reference)
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loader = self._get_loader(loaders, family)
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if not loader:
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continue
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instance_name = element.get('instance_name')
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element_container = api.load(
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loader,
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reference,
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namespace=instance_name
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)
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if not element_container:
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continue
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avalon_container.children.unlink(element_container)
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layout_container.children.link(element_container)
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element_metadata = element_container.get(
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blender.pipeline.AVALON_PROPERTY)
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# Unlink the object's collection from the scene collection and
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# link it in the layout collection
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element_collection = element_metadata.get('obj_container')
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scene.collection.children.unlink(element_collection)
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layout_collection.children.link(element_collection)
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objects = element_metadata.get('objects')
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element_metadata['instance_name'] = instance_name
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objects_to_transform = []
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if family == 'rig':
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for o in objects:
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if o.type == 'ARMATURE':
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objects_to_transform.append(o)
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# Create an animation subset for each rig
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o.select_set(True)
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asset = api.Session["AVALON_ASSET"]
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c = api.create(
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name="animation_" + element_collection.name,
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asset=asset,
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family="animation",
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options={"useSelection": True},
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data={"dependencies": representation})
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scene.collection.children.unlink(c)
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parent.children.link(c)
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o.select_set(False)
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break
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elif family == 'model':
|
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objects_to_transform = objects
|
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for o in objects_to_transform:
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self.set_transform(o, element.get('transform'))
|
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|
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if actions:
|
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if o.type == 'ARMATURE':
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action = actions.get(instance_name, None)
|
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|
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if action:
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if o.animation_data is None:
|
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o.animation_data_create()
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o.animation_data.action = action
|
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|
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return layout_collection
|
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def process_asset(self,
|
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context: dict,
|
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name: str,
|
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namespace: Optional[str] = None,
|
||||
options: Optional[Dict] = None):
|
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"""
|
||||
Arguments:
|
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name: Use pre-defined name
|
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namespace: Use pre-defined namespace
|
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context: Full parenthood of representation to load
|
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options: Additional settings dictionary
|
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"""
|
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libpath = self.fname
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asset = context["asset"]["name"]
|
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subset = context["subset"]["name"]
|
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lib_container = plugin.asset_name(
|
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asset, subset
|
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)
|
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unique_number = plugin.get_unique_number(
|
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asset, subset
|
||||
)
|
||||
namespace = namespace or f"{asset}_{unique_number}"
|
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container_name = plugin.asset_name(
|
||||
asset, subset, unique_number
|
||||
)
|
||||
|
||||
layout_container = bpy.data.collections.new(container_name)
|
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blender.pipeline.containerise_existing(
|
||||
layout_container,
|
||||
name,
|
||||
namespace,
|
||||
context,
|
||||
self.__class__.__name__,
|
||||
)
|
||||
|
||||
container_metadata = layout_container.get(
|
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blender.pipeline.AVALON_PROPERTY)
|
||||
|
||||
container_metadata["libpath"] = libpath
|
||||
container_metadata["lib_container"] = lib_container
|
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|
||||
# Create a setdress subset to contain all the animation for all
|
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# the rigs in the layout
|
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parent = api.create(
|
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name="animation",
|
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asset=api.Session["AVALON_ASSET"],
|
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family="setdress",
|
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options={"useSelection": True},
|
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data={"dependencies": str(context["representation"]["_id"])})
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|
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layout_collection = self._process(
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libpath, layout_container, container_name,
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str(context["representation"]["_id"]), None, parent)
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|
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container_metadata["obj_container"] = layout_collection
|
||||
|
||||
# Save the list of objects in the metadata container
|
||||
container_metadata["objects"] = layout_collection.all_objects
|
||||
|
||||
nodes = [layout_container]
|
||||
self[:] = nodes
|
||||
return nodes
|
||||
|
||||
def update(self, container: Dict, representation: Dict):
|
||||
"""Update the loaded asset.
|
||||
|
||||
This will remove all objects of the current collection, load the new
|
||||
ones and add them to the collection.
|
||||
If the objects of the collection are used in another collection they
|
||||
will not be removed, only unlinked. Normally this should not be the
|
||||
case though.
|
||||
"""
|
||||
layout_container = bpy.data.collections.get(
|
||||
container["objectName"]
|
||||
)
|
||||
if not layout_container:
|
||||
return False
|
||||
|
||||
libpath = Path(api.get_representation_path(representation))
|
||||
extension = libpath.suffix.lower()
|
||||
|
||||
self.log.info(
|
||||
"Container: %s\nRepresentation: %s",
|
||||
pformat(container, indent=2),
|
||||
pformat(representation, indent=2),
|
||||
)
|
||||
|
||||
assert layout_container, (
|
||||
f"The asset is not loaded: {container['objectName']}"
|
||||
)
|
||||
assert libpath, (
|
||||
"No existing library file found for {container['objectName']}"
|
||||
)
|
||||
assert libpath.is_file(), (
|
||||
f"The file doesn't exist: {libpath}"
|
||||
)
|
||||
assert extension in plugin.VALID_EXTENSIONS, (
|
||||
f"Unsupported file: {libpath}"
|
||||
)
|
||||
|
||||
layout_container_metadata = layout_container.get(
|
||||
blender.pipeline.AVALON_PROPERTY)
|
||||
collection_libpath = layout_container_metadata["libpath"]
|
||||
lib_container = layout_container_metadata["lib_container"]
|
||||
obj_container = plugin.get_local_collection_with_name(
|
||||
layout_container_metadata["obj_container"].name
|
||||
)
|
||||
objects = obj_container.all_objects
|
||||
|
||||
container_name = obj_container.name
|
||||
|
||||
normalized_collection_libpath = (
|
||||
str(Path(bpy.path.abspath(collection_libpath)).resolve())
|
||||
)
|
||||
normalized_libpath = (
|
||||
str(Path(bpy.path.abspath(str(libpath))).resolve())
|
||||
)
|
||||
self.log.debug(
|
||||
"normalized_collection_libpath:\n %s\nnormalized_libpath:\n %s",
|
||||
normalized_collection_libpath,
|
||||
normalized_libpath,
|
||||
)
|
||||
if normalized_collection_libpath == normalized_libpath:
|
||||
self.log.info("Library already loaded, not updating...")
|
||||
return
|
||||
|
||||
actions = {}
|
||||
|
||||
for obj in objects:
|
||||
if obj.type == 'ARMATURE':
|
||||
if obj.animation_data and obj.animation_data.action:
|
||||
obj_cont_name = obj.get(
|
||||
blender.pipeline.AVALON_PROPERTY).get('container_name')
|
||||
obj_cont = plugin.get_local_collection_with_name(
|
||||
obj_cont_name)
|
||||
element_metadata = obj_cont.get(
|
||||
blender.pipeline.AVALON_PROPERTY)
|
||||
instance_name = element_metadata.get('instance_name')
|
||||
actions[instance_name] = obj.animation_data.action
|
||||
|
||||
self._remove(layout_container)
|
||||
|
||||
bpy.data.collections.remove(obj_container)
|
||||
|
||||
parent = api.create(
|
||||
name="animation",
|
||||
asset=api.Session["AVALON_ASSET"],
|
||||
family="setdress",
|
||||
options={"useSelection": True},
|
||||
data={"dependencies": str(representation["_id"])})
|
||||
|
||||
layout_collection = self._process(
|
||||
libpath, layout_container, container_name,
|
||||
str(representation["_id"]), actions, parent)
|
||||
|
||||
layout_container_metadata["obj_container"] = layout_collection
|
||||
layout_container_metadata["objects"] = layout_collection.all_objects
|
||||
layout_container_metadata["libpath"] = str(libpath)
|
||||
layout_container_metadata["representation"] = str(
|
||||
representation["_id"])
|
||||
|
||||
def remove(self, container: Dict) -> bool:
|
||||
"""Remove an existing container from a Blender scene.
|
||||
|
||||
Arguments:
|
||||
container (avalon-core:container-1.0): Container to remove,
|
||||
from `host.ls()`.
|
||||
|
||||
Returns:
|
||||
bool: Whether the container was deleted.
|
||||
"""
|
||||
layout_container = bpy.data.collections.get(
|
||||
container["objectName"]
|
||||
)
|
||||
if not layout_container:
|
||||
return False
|
||||
|
||||
layout_container_metadata = layout_container.get(
|
||||
blender.pipeline.AVALON_PROPERTY)
|
||||
obj_container = plugin.get_local_collection_with_name(
|
||||
layout_container_metadata["obj_container"].name
|
||||
)
|
||||
|
||||
self._remove(layout_container)
|
||||
|
||||
bpy.data.collections.remove(obj_container)
|
||||
bpy.data.collections.remove(layout_container)
|
||||
|
||||
return True
|
||||
|
|
|
|||
|
|
@ -30,14 +30,28 @@ class BlendRigLoader(plugin.AssetLoader):
|
|||
bpy.data.armatures.remove(obj.data)
|
||||
elif obj.type == 'MESH':
|
||||
bpy.data.meshes.remove(obj.data)
|
||||
elif obj.type == 'CURVE':
|
||||
bpy.data.curves.remove(obj.data)
|
||||
|
||||
for child in obj_container.children:
|
||||
bpy.data.collections.remove(child)
|
||||
|
||||
bpy.data.collections.remove(obj_container)
|
||||
|
||||
def make_local_and_metadata(self, obj, collection_name):
|
||||
local_obj = plugin.prepare_data(obj, collection_name)
|
||||
plugin.prepare_data(local_obj.data, collection_name)
|
||||
|
||||
if not local_obj.get(blender.pipeline.AVALON_PROPERTY):
|
||||
local_obj[blender.pipeline.AVALON_PROPERTY] = dict()
|
||||
|
||||
avalon_info = local_obj[blender.pipeline.AVALON_PROPERTY]
|
||||
avalon_info.update({"container_name": collection_name + '_CON'})
|
||||
|
||||
return local_obj
|
||||
|
||||
def _process(
|
||||
self, libpath, lib_container, container_name,
|
||||
self, libpath, lib_container, collection_name,
|
||||
action, parent_collection
|
||||
):
|
||||
relative = bpy.context.preferences.filepaths.use_relative_paths
|
||||
|
|
@ -54,34 +68,53 @@ class BlendRigLoader(plugin.AssetLoader):
|
|||
parent.children.link(bpy.data.collections[lib_container])
|
||||
|
||||
rig_container = parent.children[lib_container].make_local()
|
||||
rig_container.name = container_name
|
||||
rig_container.name = collection_name
|
||||
|
||||
meshes = []
|
||||
objects = []
|
||||
armatures = [
|
||||
obj for obj in rig_container.objects
|
||||
if obj.type == 'ARMATURE'
|
||||
]
|
||||
|
||||
for child in rig_container.children:
|
||||
local_child = plugin.prepare_data(child, container_name)
|
||||
meshes.extend(local_child.objects)
|
||||
local_child = plugin.prepare_data(child, collection_name)
|
||||
objects.extend(local_child.objects)
|
||||
|
||||
# Link meshes first, then armatures.
|
||||
# for obj in bpy.data.objects:
|
||||
# obj.select_set(False)
|
||||
|
||||
constraints = []
|
||||
|
||||
for armature in armatures:
|
||||
for bone in armature.pose.bones:
|
||||
for constraint in bone.constraints:
|
||||
if hasattr(constraint, 'target'):
|
||||
constraints.append(constraint)
|
||||
|
||||
# Link armatures after other objects.
|
||||
# The armature is unparented for all the non-local meshes,
|
||||
# when it is made local.
|
||||
for obj in meshes + armatures:
|
||||
local_obj = plugin.prepare_data(obj, container_name)
|
||||
plugin.prepare_data(local_obj.data, container_name)
|
||||
|
||||
if not local_obj.get(blender.pipeline.AVALON_PROPERTY):
|
||||
local_obj[blender.pipeline.AVALON_PROPERTY] = dict()
|
||||
|
||||
avalon_info = local_obj[blender.pipeline.AVALON_PROPERTY]
|
||||
avalon_info.update({"container_name": container_name})
|
||||
|
||||
if local_obj.type == 'ARMATURE' and action is not None:
|
||||
local_obj.animation_data.action = action
|
||||
|
||||
for obj in objects:
|
||||
local_obj = self.make_local_and_metadata(obj, collection_name)
|
||||
|
||||
if obj != local_obj:
|
||||
for constraint in constraints:
|
||||
if constraint.target == obj:
|
||||
constraint.target = local_obj
|
||||
|
||||
for armature in armatures:
|
||||
local_obj = self.make_local_and_metadata(armature, collection_name)
|
||||
|
||||
if action is not None:
|
||||
local_obj.animation_data.action = action
|
||||
|
||||
# Set link the drivers to the local object
|
||||
if local_obj.data.animation_data:
|
||||
for d in local_obj.data.animation_data.drivers:
|
||||
for v in d.driver.variables:
|
||||
for t in v.targets:
|
||||
t.id = local_obj
|
||||
|
||||
rig_container.pop(blender.pipeline.AVALON_PROPERTY)
|
||||
|
||||
bpy.ops.object.select_all(action='DESELECT')
|
||||
|
|
@ -99,7 +132,6 @@ class BlendRigLoader(plugin.AssetLoader):
|
|||
context: Full parenthood of representation to load
|
||||
options: Additional settings dictionary
|
||||
"""
|
||||
|
||||
libpath = self.fname
|
||||
asset = context["asset"]["name"]
|
||||
subset = context["subset"]["name"]
|
||||
|
|
@ -110,12 +142,11 @@ class BlendRigLoader(plugin.AssetLoader):
|
|||
asset, subset
|
||||
)
|
||||
namespace = namespace or f"{asset}_{unique_number}"
|
||||
container_name = plugin.asset_name(
|
||||
collection_name = plugin.asset_name(
|
||||
asset, subset, unique_number
|
||||
)
|
||||
|
||||
container = bpy.data.collections.new(lib_container)
|
||||
container.name = container_name
|
||||
container = bpy.data.collections.new(collection_name)
|
||||
blender.pipeline.containerise_existing(
|
||||
container,
|
||||
name,
|
||||
|
|
@ -131,10 +162,9 @@ class BlendRigLoader(plugin.AssetLoader):
|
|||
container_metadata["lib_container"] = lib_container
|
||||
|
||||
obj_container = self._process(
|
||||
libpath, lib_container, container_name, None, None)
|
||||
libpath, lib_container, collection_name, None, None)
|
||||
|
||||
container_metadata["obj_container"] = obj_container
|
||||
|
||||
# Save the list of objects in the metadata container
|
||||
container_metadata["objects"] = obj_container.all_objects
|
||||
|
||||
|
|
@ -214,9 +244,9 @@ class BlendRigLoader(plugin.AssetLoader):
|
|||
armatures = [obj for obj in objects if obj.type == 'ARMATURE']
|
||||
assert(len(armatures) == 1)
|
||||
|
||||
action = None
|
||||
if armatures[0].animation_data and armatures[0].animation_data.action:
|
||||
action = armatures[0].animation_data.action
|
||||
action = None
|
||||
if armatures[0].animation_data and armatures[0].animation_data.action:
|
||||
action = armatures[0].animation_data.action
|
||||
|
||||
parent = plugin.get_parent_collection(obj_container)
|
||||
|
||||
|
|
|
|||
56
pype/plugins/blender/publish/extract_animation_collection.py
Normal file
56
pype/plugins/blender/publish/extract_animation_collection.py
Normal file
|
|
@ -0,0 +1,56 @@
|
|||
import os
|
||||
import json
|
||||
|
||||
import pype.api
|
||||
import pyblish.api
|
||||
|
||||
import bpy
|
||||
|
||||
class ExtractSetDress(pype.api.Extractor):
|
||||
"""Extract setdress."""
|
||||
|
||||
label = "Extract SetDress"
|
||||
hosts = ["blender"]
|
||||
families = ["setdress"]
|
||||
optional = True
|
||||
order = pyblish.api.ExtractorOrder + 0.1
|
||||
|
||||
def process(self, instance):
|
||||
stagingdir = self.staging_dir(instance)
|
||||
|
||||
json_data = []
|
||||
|
||||
for i in instance.context:
|
||||
collection = i.data.get('name')
|
||||
container = None
|
||||
for obj in bpy.data.collections[collection].objects:
|
||||
if obj.type == 'ARMATURE':
|
||||
container_name = obj.get('avalon').get('container_name')
|
||||
container = bpy.data.collections[container_name]
|
||||
if container:
|
||||
json_dict = {}
|
||||
json_dict['subset'] = i.data.get('subset')
|
||||
json_dict['container'] = container.name
|
||||
json_dict['instance_name'] = container.get('avalon').get('instance_name')
|
||||
json_data.append(json_dict)
|
||||
|
||||
if "representations" not in instance.data:
|
||||
instance.data["representations"] = []
|
||||
|
||||
json_filename = f"{instance.name}.json"
|
||||
json_path = os.path.join(stagingdir, json_filename)
|
||||
|
||||
with open(json_path, "w+") as file:
|
||||
json.dump(json_data, fp=file, indent=2)
|
||||
|
||||
json_representation = {
|
||||
'name': 'json',
|
||||
'ext': 'json',
|
||||
'files': json_filename,
|
||||
"stagingDir": stagingdir,
|
||||
}
|
||||
instance.data["representations"].append(json_representation)
|
||||
|
||||
self.log.info("Extracted instance '{}' to: {}".format(
|
||||
instance.name, json_representation))
|
||||
|
||||
|
|
@ -17,14 +17,10 @@ class ExtractAnimationFBX(pype.api.Extractor):
|
|||
|
||||
def process(self, instance):
|
||||
# Define extract output file path
|
||||
|
||||
stagingdir = self.staging_dir(instance)
|
||||
filename = f"{instance.name}.fbx"
|
||||
filepath = os.path.join(stagingdir, filename)
|
||||
|
||||
context = bpy.context
|
||||
scene = context.scene
|
||||
view_layer = context.view_layer
|
||||
|
||||
# Perform extraction
|
||||
self.log.info("Performing extraction..")
|
||||
|
|
@ -35,22 +31,6 @@ class ExtractAnimationFBX(pype.api.Extractor):
|
|||
assert len(collections) == 1, "There should be one and only one " \
|
||||
"collection collected for this asset"
|
||||
|
||||
old_active_layer_collection = view_layer.active_layer_collection
|
||||
|
||||
layers = view_layer.layer_collection.children
|
||||
|
||||
# Get the layer collection from the collection we need to export.
|
||||
# This is needed because in Blender you can only set the active
|
||||
# collection with the layer collection, and there is no way to get
|
||||
# the layer collection from the collection
|
||||
# (but there is the vice versa).
|
||||
layer_collections = [
|
||||
layer for layer in layers if layer.collection == collections[0]]
|
||||
|
||||
assert len(layer_collections) == 1
|
||||
|
||||
view_layer.active_layer_collection = layer_collections[0]
|
||||
|
||||
old_scale = scene.unit_settings.scale_length
|
||||
|
||||
# We set the scale of the scene for the export
|
||||
|
|
@ -59,6 +39,15 @@ class ExtractAnimationFBX(pype.api.Extractor):
|
|||
armatures = [
|
||||
obj for obj in collections[0].objects if obj.type == 'ARMATURE']
|
||||
|
||||
assert len(collections) == 1, "There should be one and only one " \
|
||||
"armature collected for this asset"
|
||||
|
||||
armature = armatures[0]
|
||||
|
||||
armature_name = armature.name
|
||||
original_name = armature_name.split(':')[0]
|
||||
armature.name = original_name
|
||||
|
||||
object_action_pairs = []
|
||||
original_actions = []
|
||||
|
||||
|
|
@ -66,23 +55,23 @@ class ExtractAnimationFBX(pype.api.Extractor):
|
|||
ending_frames = []
|
||||
|
||||
# For each armature, we make a copy of the current action
|
||||
for obj in armatures:
|
||||
curr_action = None
|
||||
copy_action = None
|
||||
|
||||
curr_action = None
|
||||
copy_action = None
|
||||
if armature.animation_data and armature.animation_data.action:
|
||||
curr_action = armature.animation_data.action
|
||||
copy_action = curr_action.copy()
|
||||
|
||||
if obj.animation_data and obj.animation_data.action:
|
||||
curr_frame_range = curr_action.frame_range
|
||||
|
||||
curr_action = obj.animation_data.action
|
||||
copy_action = curr_action.copy()
|
||||
starting_frames.append(curr_frame_range[0])
|
||||
ending_frames.append(curr_frame_range[1])
|
||||
else:
|
||||
self.log.info("Object have no animation.")
|
||||
return
|
||||
|
||||
curr_frame_range = curr_action.frame_range
|
||||
|
||||
starting_frames.append(curr_frame_range[0])
|
||||
ending_frames.append(curr_frame_range[1])
|
||||
|
||||
object_action_pairs.append((obj, copy_action))
|
||||
original_actions.append(curr_action)
|
||||
object_action_pairs.append((armature, copy_action))
|
||||
original_actions.append(curr_action)
|
||||
|
||||
# We compute the starting and ending frames
|
||||
max_frame = min(starting_frames)
|
||||
|
|
@ -96,44 +85,52 @@ class ExtractAnimationFBX(pype.api.Extractor):
|
|||
do_clean=False
|
||||
)
|
||||
|
||||
# We export the fbx
|
||||
for obj in bpy.data.objects:
|
||||
obj.select_set(False)
|
||||
|
||||
armature.select_set(True)
|
||||
fbx_filename = f"{instance.name}_{armature.name}.fbx"
|
||||
filepath = os.path.join(stagingdir, fbx_filename)
|
||||
|
||||
override = bpy.context.copy()
|
||||
override['selected_objects'] = [armature]
|
||||
bpy.ops.export_scene.fbx(
|
||||
override,
|
||||
filepath=filepath,
|
||||
use_active_collection=True,
|
||||
use_selection=True,
|
||||
bake_anim_use_nla_strips=False,
|
||||
bake_anim_use_all_actions=False,
|
||||
add_leaf_bones=False
|
||||
add_leaf_bones=False,
|
||||
armature_nodetype='ROOT',
|
||||
object_types={'ARMATURE'}
|
||||
)
|
||||
|
||||
view_layer.active_layer_collection = old_active_layer_collection
|
||||
armature.name = armature_name
|
||||
armature.select_set(False)
|
||||
|
||||
scene.unit_settings.scale_length = old_scale
|
||||
|
||||
# We delete the baked action and set the original one back
|
||||
for i in range(0, len(object_action_pairs)):
|
||||
|
||||
pair = object_action_pairs[i]
|
||||
action = original_actions[i]
|
||||
|
||||
if action:
|
||||
|
||||
pair[0].animation_data.action = action
|
||||
|
||||
if pair[1]:
|
||||
|
||||
pair[1].user_clear()
|
||||
bpy.data.actions.remove(pair[1])
|
||||
|
||||
if "representations" not in instance.data:
|
||||
instance.data["representations"] = []
|
||||
|
||||
representation = {
|
||||
fbx_representation = {
|
||||
'name': 'fbx',
|
||||
'ext': 'fbx',
|
||||
'files': filename,
|
||||
'files': fbx_filename,
|
||||
"stagingDir": stagingdir,
|
||||
}
|
||||
instance.data["representations"].append(representation)
|
||||
instance.data["representations"].append(fbx_representation)
|
||||
|
||||
self.log.info("Extracted instance '%s' to: %s",
|
||||
instance.name, representation)
|
||||
self.log.info("Extracted instance '{}' to: {}".format(
|
||||
instance.name, fbx_representation))
|
||||
|
|
|
|||
49
pype/plugins/blender/publish/integrate_animation.py
Normal file
49
pype/plugins/blender/publish/integrate_animation.py
Normal file
|
|
@ -0,0 +1,49 @@
|
|||
import json
|
||||
|
||||
from avalon import io
|
||||
import pyblish.api
|
||||
|
||||
|
||||
class IntegrateAnimation(pyblish.api.InstancePlugin):
|
||||
"""Generate a JSON file for animation."""
|
||||
|
||||
label = "Integrate Animation"
|
||||
order = pyblish.api.IntegratorOrder + 0.1
|
||||
optional = True
|
||||
hosts = ["blender"]
|
||||
families = ["setdress"]
|
||||
|
||||
def process(self, instance):
|
||||
self.log.info("Integrate Animation")
|
||||
|
||||
representation = instance.data.get('representations')[0]
|
||||
json_path = representation.get('publishedFiles')[0]
|
||||
|
||||
with open(json_path, "r") as file:
|
||||
data = json.load(file)
|
||||
|
||||
# Update the json file for the setdress to add the published
|
||||
# representations of the animations
|
||||
for json_dict in data:
|
||||
i = None
|
||||
for elem in instance.context:
|
||||
if elem.data.get('subset') == json_dict['subset']:
|
||||
i = elem
|
||||
break
|
||||
if not i:
|
||||
continue
|
||||
rep = None
|
||||
pub_repr = i.data.get('published_representations')
|
||||
for elem in pub_repr:
|
||||
if pub_repr.get(elem).get('representation').get('name') == "fbx":
|
||||
rep = pub_repr.get(elem)
|
||||
break
|
||||
if not rep:
|
||||
continue
|
||||
obj_id = rep.get('representation').get('_id')
|
||||
|
||||
if obj_id:
|
||||
json_dict['_id'] = str(obj_id)
|
||||
|
||||
with open(json_path, "w") as file:
|
||||
json.dump(data, fp=file, indent=2)
|
||||
42
pype/plugins/unreal/create/create_layout.py
Normal file
42
pype/plugins/unreal/create/create_layout.py
Normal file
|
|
@ -0,0 +1,42 @@
|
|||
from unreal import EditorLevelLibrary as ell
|
||||
from pype.hosts.unreal.plugin import Creator
|
||||
from avalon.unreal import (
|
||||
instantiate,
|
||||
)
|
||||
|
||||
|
||||
class CreateLayout(Creator):
|
||||
"""Layout output for character rigs"""
|
||||
|
||||
name = "layoutMain"
|
||||
label = "Layout"
|
||||
family = "layout"
|
||||
icon = "cubes"
|
||||
|
||||
root = "/Game"
|
||||
suffix = "_INS"
|
||||
|
||||
def __init__(self, *args, **kwargs):
|
||||
super(CreateLayout, self).__init__(*args, **kwargs)
|
||||
|
||||
def process(self):
|
||||
data = self.data
|
||||
|
||||
name = data["subset"]
|
||||
|
||||
selection = []
|
||||
# if (self.options or {}).get("useSelection"):
|
||||
# sel_objects = unreal.EditorUtilityLibrary.get_selected_assets()
|
||||
# selection = [a.get_path_name() for a in sel_objects]
|
||||
|
||||
data["level"] = ell.get_editor_world().get_path_name()
|
||||
|
||||
data["members"] = []
|
||||
|
||||
if (self.options or {}).get("useSelection"):
|
||||
# Set as members the selected actors
|
||||
for actor in ell.get_selected_level_actors():
|
||||
data["members"].append("{}.{}".format(
|
||||
actor.get_outer().get_name(), actor.get_name()))
|
||||
|
||||
instantiate(self.root, name, data, selection, self.suffix)
|
||||
204
pype/plugins/unreal/load/load_animation.py
Normal file
204
pype/plugins/unreal/load/load_animation.py
Normal file
|
|
@ -0,0 +1,204 @@
|
|||
import os
|
||||
|
||||
from avalon import api, pipeline
|
||||
from avalon.unreal import lib
|
||||
from avalon.unreal import pipeline as unreal_pipeline
|
||||
import unreal
|
||||
|
||||
|
||||
class AnimationFBXLoader(api.Loader):
|
||||
"""Load Unreal SkeletalMesh from FBX"""
|
||||
|
||||
families = ["animation"]
|
||||
label = "Import FBX Animation"
|
||||
representations = ["fbx"]
|
||||
icon = "cube"
|
||||
color = "orange"
|
||||
|
||||
def load(self, context, name, namespace, options=None):
|
||||
"""
|
||||
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)
|
||||
|
||||
automated = False
|
||||
actor = None
|
||||
|
||||
task = unreal.AssetImportTask()
|
||||
task.options = unreal.FbxImportUI()
|
||||
|
||||
# If there are no options, the process cannot be automated
|
||||
if options:
|
||||
automated = True
|
||||
actor_name = 'PersistentLevel.' + options.get('instance_name')
|
||||
actor = unreal.EditorLevelLibrary.get_actor_reference(actor_name)
|
||||
skeleton = actor.skeletal_mesh_component.skeletal_mesh.skeleton
|
||||
task.options.set_editor_property('skeleton', skeleton)
|
||||
|
||||
if not actor:
|
||||
return None
|
||||
|
||||
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', automated)
|
||||
task.set_editor_property('save', False)
|
||||
|
||||
# set import options here
|
||||
task.options.set_editor_property(
|
||||
'automated_import_should_detect_type', True)
|
||||
task.options.set_editor_property(
|
||||
'original_import_type', unreal.FBXImportType.FBXIT_ANIMATION)
|
||||
task.options.set_editor_property('import_mesh', False)
|
||||
task.options.set_editor_property('import_animations', True)
|
||||
|
||||
task.options.skeletal_mesh_import_data.set_editor_property(
|
||||
'import_content_type',
|
||||
unreal.FBXImportContentType.FBXICT_SKINNING_WEIGHTS
|
||||
)
|
||||
|
||||
unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])
|
||||
|
||||
# Create Asset Container
|
||||
lib.create_avalon_container(
|
||||
container=container_name, path=asset_dir)
|
||||
|
||||
data = {
|
||||
"schema": "avalon-core: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
|
||||
)
|
||||
|
||||
animation = None
|
||||
|
||||
for a in asset_content:
|
||||
unreal.EditorAssetLibrary.save_asset(a)
|
||||
imported_asset_data = unreal.EditorAssetLibrary.find_asset_data(a)
|
||||
imported_asset = unreal.AssetRegistryHelpers.get_asset(
|
||||
imported_asset_data)
|
||||
if imported_asset.__class__ == unreal.AnimSequence:
|
||||
animation = imported_asset
|
||||
break
|
||||
|
||||
if animation:
|
||||
animation.set_editor_property('enable_root_motion', True)
|
||||
actor.skeletal_mesh_component.set_editor_property(
|
||||
'animation_mode', unreal.AnimationMode.ANIMATION_SINGLE_NODE)
|
||||
actor.skeletal_mesh_component.animation_data.set_editor_property(
|
||||
'anim_to_play', animation)
|
||||
|
||||
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.options = unreal.FbxImportUI()
|
||||
|
||||
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', False)
|
||||
|
||||
# set import options here
|
||||
task.options.set_editor_property(
|
||||
'automated_import_should_detect_type', True)
|
||||
task.options.set_editor_property(
|
||||
'original_import_type', unreal.FBXImportType.FBXIT_ANIMATION)
|
||||
task.options.set_editor_property('import_mesh', False)
|
||||
task.options.set_editor_property('import_animations', True)
|
||||
|
||||
task.options.skeletal_mesh_import_data.set_editor_property(
|
||||
'import_content_type',
|
||||
unreal.FBXImportContentType.FBXICT_SKINNING_WEIGHTS
|
||||
)
|
||||
|
||||
skeletal_mesh = unreal.EditorAssetLibrary.load_asset(
|
||||
container.get('namespace') + "/" + container.get('asset_name'))
|
||||
skeleton = skeletal_mesh.get_editor_property('skeleton')
|
||||
task.options.set_editor_property('skeleton', skeleton)
|
||||
|
||||
# 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)
|
||||
191
pype/plugins/unreal/load/load_rig.py
Normal file
191
pype/plugins/unreal/load/load_rig.py
Normal file
|
|
@ -0,0 +1,191 @@
|
|||
import os
|
||||
|
||||
from avalon import api, pipeline
|
||||
from avalon.unreal import lib
|
||||
from avalon.unreal import pipeline as unreal_pipeline
|
||||
import unreal
|
||||
|
||||
|
||||
class SkeletalMeshFBXLoader(api.Loader):
|
||||
"""Load Unreal SkeletalMesh from FBX"""
|
||||
|
||||
families = ["rig"]
|
||||
label = "Import FBX Skeletal Mesh"
|
||||
representations = ["fbx"]
|
||||
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', False)
|
||||
|
||||
# set import options here
|
||||
options = unreal.FbxImportUI()
|
||||
options.set_editor_property('import_as_skeletal', True)
|
||||
options.set_editor_property('import_animations', False)
|
||||
options.set_editor_property('import_mesh', True)
|
||||
options.set_editor_property('import_materials', True)
|
||||
options.set_editor_property('import_textures', True)
|
||||
options.set_editor_property('skeleton', None)
|
||||
options.set_editor_property('create_physics_asset', False)
|
||||
|
||||
options.set_editor_property('mesh_type_to_import',
|
||||
unreal.FBXImportType.FBXIT_SKELETAL_MESH)
|
||||
|
||||
options.skeletal_mesh_import_data.set_editor_property(
|
||||
'import_content_type',
|
||||
unreal.FBXImportContentType.FBXICT_ALL
|
||||
)
|
||||
# set to import normals, otherwise Unreal will compute them
|
||||
# and it will take a long time, depending on the size of the mesh
|
||||
options.skeletal_mesh_import_data.set_editor_property(
|
||||
'normal_import_method',
|
||||
unreal.FBXNormalImportMethod.FBXNIM_IMPORT_NORMALS
|
||||
)
|
||||
|
||||
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": "avalon-core: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)
|
||||
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
|
||||
options = unreal.FbxImportUI()
|
||||
options.set_editor_property('import_as_skeletal', True)
|
||||
options.set_editor_property('import_animations', False)
|
||||
options.set_editor_property('import_mesh', True)
|
||||
options.set_editor_property('import_materials', True)
|
||||
options.set_editor_property('import_textures', True)
|
||||
options.set_editor_property('skeleton', None)
|
||||
options.set_editor_property('create_physics_asset', False)
|
||||
|
||||
options.set_editor_property('mesh_type_to_import',
|
||||
unreal.FBXImportType.FBXIT_SKELETAL_MESH)
|
||||
|
||||
options.skeletal_mesh_import_data.set_editor_property(
|
||||
'import_content_type',
|
||||
unreal.FBXImportContentType.FBXICT_ALL
|
||||
)
|
||||
# set to import normals, otherwise Unreal will compute them
|
||||
# and it will take a long time, depending on the size of the mesh
|
||||
options.skeletal_mesh_import_data.set_editor_property(
|
||||
'normal_import_method',
|
||||
unreal.FBXNormalImportMethod.FBXNIM_IMPORT_NORMALS
|
||||
)
|
||||
|
||||
task.options = options
|
||||
# do import fbx and replace existing data
|
||||
unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) # noqa: E501
|
||||
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)
|
||||
127
pype/plugins/unreal/load/load_setdress.py
Normal file
127
pype/plugins/unreal/load/load_setdress.py
Normal file
|
|
@ -0,0 +1,127 @@
|
|||
import json
|
||||
|
||||
from avalon import api
|
||||
import unreal
|
||||
|
||||
|
||||
class AnimationCollectionLoader(api.Loader):
|
||||
"""Load Unreal SkeletalMesh from FBX"""
|
||||
|
||||
families = ["setdress"]
|
||||
representations = ["json"]
|
||||
|
||||
label = "Load Animation Collection"
|
||||
icon = "cube"
|
||||
color = "orange"
|
||||
|
||||
def load(self, context, name, namespace, options):
|
||||
from avalon import api, pipeline
|
||||
from avalon.unreal import lib
|
||||
from avalon.unreal import pipeline as unreal_pipeline
|
||||
import unreal
|
||||
|
||||
# Create directory for asset and avalon container
|
||||
root = "/Game/Avalon/Assets"
|
||||
asset = context.get('asset').get('name')
|
||||
suffix = "_CON"
|
||||
|
||||
tools = unreal.AssetToolsHelpers().get_asset_tools()
|
||||
asset_dir, container_name = tools.create_unique_asset_name(
|
||||
"{}/{}".format(root, asset), suffix="")
|
||||
|
||||
container_name += suffix
|
||||
|
||||
unreal.EditorAssetLibrary.make_directory(asset_dir)
|
||||
|
||||
libpath = self.fname
|
||||
|
||||
with open(libpath, "r") as fp:
|
||||
data = json.load(fp)
|
||||
|
||||
all_loaders = api.discover(api.Loader)
|
||||
|
||||
for element in data:
|
||||
reference = element.get('_id')
|
||||
|
||||
loaders = api.loaders_from_representation(all_loaders, reference)
|
||||
loader = None
|
||||
for l in loaders:
|
||||
if l.__name__ == "AnimationFBXLoader":
|
||||
loader = l
|
||||
break
|
||||
|
||||
if not loader:
|
||||
continue
|
||||
|
||||
instance_name = element.get('instance_name')
|
||||
|
||||
api.load(
|
||||
loader,
|
||||
reference,
|
||||
namespace=instance_name,
|
||||
options=element
|
||||
)
|
||||
|
||||
# Create Asset Container
|
||||
lib.create_avalon_container(
|
||||
container=container_name, path=asset_dir)
|
||||
|
||||
data = {
|
||||
"schema": "avalon-core:container-2.0",
|
||||
"id": pipeline.AVALON_CONTAINER_ID,
|
||||
"asset": asset,
|
||||
"namespace": asset_dir,
|
||||
"container_name": container_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
|
||||
)
|
||||
|
||||
return asset_content
|
||||
|
||||
def update(self, container, representation):
|
||||
from avalon import api, io
|
||||
from avalon.unreal import pipeline
|
||||
|
||||
source_path = api.get_representation_path(representation)
|
||||
|
||||
with open(source_path, "r") as fp:
|
||||
data = json.load(fp)
|
||||
|
||||
animation_containers = [
|
||||
i for i in pipeline.ls() if
|
||||
i.get('asset') == container.get('asset') and
|
||||
i.get('family') == 'animation']
|
||||
|
||||
for element in data:
|
||||
new_version = io.find_one({"_id": io.ObjectId(element.get('_id'))})
|
||||
new_version_number = new_version.get('context').get('version')
|
||||
anim_container = None
|
||||
for i in animation_containers:
|
||||
if i.get('container_name') == (element.get('subset') + "_CON"):
|
||||
anim_container = i
|
||||
break
|
||||
if not anim_container:
|
||||
continue
|
||||
|
||||
api.update(anim_container, new_version_number)
|
||||
|
||||
container_path = "{}/{}".format(container["namespace"],
|
||||
container["objectName"])
|
||||
# update metadata
|
||||
pipeline.imprint(
|
||||
container_path,
|
||||
{
|
||||
"representation": str(representation["_id"]),
|
||||
"parent": str(representation["parent"])
|
||||
})
|
||||
|
||||
def remove(self, container):
|
||||
unreal.EditorAssetLibrary.delete_directory(container["namespace"])
|
||||
|
|
@ -1,12 +1,16 @@
|
|||
from avalon import api
|
||||
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
|
||||
|
||||
|
||||
class StaticMeshFBXLoader(api.Loader):
|
||||
"""Load Unreal StaticMesh from FBX"""
|
||||
|
||||
families = ["unrealStaticMesh"]
|
||||
families = ["model", "unrealStaticMesh"]
|
||||
label = "Import FBX Static Mesh"
|
||||
representations = ["fbx"]
|
||||
icon = "cube"
|
||||
|
|
@ -35,67 +39,119 @@ class StaticMeshFBXLoader(api.Loader):
|
|||
list(str): list of container content
|
||||
"""
|
||||
|
||||
tools = unreal.AssetToolsHelpers().get_asset_tools()
|
||||
temp_dir, temp_name = tools.create_unique_asset_name(
|
||||
"/Game/{}".format(name), "_TMP"
|
||||
)
|
||||
# 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)
|
||||
|
||||
unreal.EditorAssetLibrary.make_directory(temp_dir)
|
||||
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.filename = self.fname
|
||||
task.destination_path = temp_dir
|
||||
task.destination_name = name
|
||||
task.replace_existing = False
|
||||
task.automated = True
|
||||
task.save = True
|
||||
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
|
||||
task.options = unreal.FbxImportUI()
|
||||
task.options.import_animations = False
|
||||
options = unreal.FbxImportUI()
|
||||
options.set_editor_property(
|
||||
'automated_import_should_detect_type', False)
|
||||
options.set_editor_property('import_animations', False)
|
||||
|
||||
task.options = options
|
||||
unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) # noqa: E501
|
||||
|
||||
imported_assets = unreal.EditorAssetLibrary.list_assets(
|
||||
temp_dir, recursive=True, include_folder=True
|
||||
)
|
||||
new_dir = avalon_unreal.containerise(
|
||||
name, namespace, imported_assets, context, self.__class__.__name__)
|
||||
# Create Asset Container
|
||||
lib.create_avalon_container(
|
||||
container=container_name, path=asset_dir)
|
||||
|
||||
data = {
|
||||
"schema": "avalon-core: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(
|
||||
new_dir, recursive=True, include_folder=True
|
||||
asset_dir, recursive=True, include_folder=True
|
||||
)
|
||||
|
||||
unreal.EditorAssetLibrary.delete_directory(temp_dir)
|
||||
for a in asset_content:
|
||||
unreal.EditorAssetLibrary.save_asset(a)
|
||||
|
||||
return asset_content
|
||||
|
||||
def update(self, container, representation):
|
||||
node = container["objectName"]
|
||||
name = container["name"]
|
||||
source_path = api.get_representation_path(representation)
|
||||
destination_path = container["namespace"]
|
||||
|
||||
task = unreal.AssetImportTask()
|
||||
|
||||
task.filename = source_path
|
||||
task.destination_path = destination_path
|
||||
task.set_editor_property('filename', source_path)
|
||||
task.set_editor_property('destination_path', destination_path)
|
||||
# strip suffix
|
||||
task.destination_name = node[:-4]
|
||||
task.replace_existing = True
|
||||
task.automated = True
|
||||
task.save = True
|
||||
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)
|
||||
|
||||
task.options = unreal.FbxImportUI()
|
||||
task.options.import_animations = False
|
||||
# set import options here
|
||||
options = unreal.FbxImportUI()
|
||||
options.set_editor_property(
|
||||
'automated_import_should_detect_type', False)
|
||||
options.set_editor_property('import_animations', 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
|
||||
avalon_unreal.imprint(
|
||||
container_path, {"_id": str(representation["_id"])})
|
||||
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):
|
||||
unreal.EditorAssetLibrary.delete_directory(container["namespace"])
|
||||
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)
|
||||
|
|
|
|||
19
pype/plugins/unreal/publish/collect_current_file.py
Normal file
19
pype/plugins/unreal/publish/collect_current_file.py
Normal file
|
|
@ -0,0 +1,19 @@
|
|||
import unreal
|
||||
|
||||
import pyblish.api
|
||||
|
||||
|
||||
class CollectUnrealCurrentFile(pyblish.api.ContextPlugin):
|
||||
"""Inject the current working file into context"""
|
||||
|
||||
order = pyblish.api.CollectorOrder - 0.5
|
||||
label = "Unreal Current File"
|
||||
hosts = ['unreal']
|
||||
|
||||
def process(self, context):
|
||||
"""Inject the current working file"""
|
||||
current_file = unreal.Paths.get_project_file_path()
|
||||
context.data['currentFile'] = current_file
|
||||
|
||||
assert current_file != '', "Current file is empty. " \
|
||||
"Save the file before continuing."
|
||||
|
|
@ -1,5 +1,5 @@
|
|||
import ast
|
||||
import unreal
|
||||
|
||||
import pyblish.api
|
||||
|
||||
|
||||
|
|
@ -35,13 +35,10 @@ class CollectInstances(pyblish.api.ContextPlugin):
|
|||
)
|
||||
|
||||
# content of container
|
||||
members = unreal.EditorAssetLibrary.list_assets(
|
||||
asset.get_path_name(), recursive=True, include_folder=True
|
||||
)
|
||||
members = ast.literal_eval(data.get("members"))
|
||||
self.log.debug(members)
|
||||
self.log.debug(asset.get_path_name())
|
||||
# remove instance container
|
||||
members.remove(asset.get_path_name())
|
||||
self.log.info("Creating instance for {}".format(asset.get_name()))
|
||||
|
||||
instance = context.create_instance(asset.get_name())
|
||||
|
|
@ -50,6 +47,8 @@ class CollectInstances(pyblish.api.ContextPlugin):
|
|||
# Store the exact members of the object set
|
||||
instance.data["setMembers"] = members
|
||||
instance.data["families"] = [data.get("family")]
|
||||
instance.data["level"] = data.get("level")
|
||||
instance.data["parent"] = data.get("parent")
|
||||
|
||||
label = "{0} ({1})".format(asset.get_name()[:-4],
|
||||
data["asset"])
|
||||
|
|
|
|||
113
pype/plugins/unreal/publish/extract_layout.py
Normal file
113
pype/plugins/unreal/publish/extract_layout.py
Normal file
|
|
@ -0,0 +1,113 @@
|
|||
import os
|
||||
import json
|
||||
import math
|
||||
|
||||
import unreal
|
||||
from unreal import EditorLevelLibrary as ell
|
||||
from unreal import EditorAssetLibrary as eal
|
||||
|
||||
import pype.api
|
||||
from avalon import io
|
||||
|
||||
|
||||
class ExtractLayout(pype.api.Extractor):
|
||||
"""Extract a layout."""
|
||||
|
||||
label = "Extract Layout"
|
||||
hosts = ["unreal"]
|
||||
families = ["layout"]
|
||||
optional = True
|
||||
|
||||
def process(self, instance):
|
||||
# Define extract output file path
|
||||
stagingdir = self.staging_dir(instance)
|
||||
|
||||
# Perform extraction
|
||||
self.log.info("Performing extraction..")
|
||||
|
||||
# Check if the loaded level is the same of the instance
|
||||
current_level = ell.get_editor_world().get_path_name()
|
||||
assert current_level == instance.data.get("level"), \
|
||||
"Wrong level loaded"
|
||||
|
||||
json_data = []
|
||||
|
||||
for member in instance[:]:
|
||||
actor = ell.get_actor_reference(member)
|
||||
mesh = None
|
||||
|
||||
# Check type the type of mesh
|
||||
if actor.get_class().get_name() == 'SkeletalMeshActor':
|
||||
mesh = actor.skeletal_mesh_component.skeletal_mesh
|
||||
elif actor.get_class().get_name() == 'StaticMeshActor':
|
||||
mesh = actor.static_mesh_component.static_mesh
|
||||
|
||||
if mesh:
|
||||
# Search the reference to the Asset Container for the object
|
||||
path = unreal.Paths.get_path(mesh.get_path_name())
|
||||
filter = unreal.ARFilter(
|
||||
class_names=["AssetContainer"], package_paths=[path])
|
||||
ar = unreal.AssetRegistryHelpers.get_asset_registry()
|
||||
try:
|
||||
asset_container = ar.get_assets(filter)[0].get_asset()
|
||||
except IndexError:
|
||||
self.log.error("AssetContainer not found.")
|
||||
return
|
||||
|
||||
parent = eal.get_metadata_tag(asset_container, "parent")
|
||||
family = eal.get_metadata_tag(asset_container, "family")
|
||||
|
||||
self.log.info("Parent: {}".format(parent))
|
||||
blend = io.find_one(
|
||||
{
|
||||
"type": "representation",
|
||||
"parent": io.ObjectId(parent),
|
||||
"name": "blend"
|
||||
},
|
||||
projection={"_id": True})
|
||||
blend_id = blend["_id"]
|
||||
|
||||
json_element = {}
|
||||
json_element["reference"] = str(blend_id)
|
||||
json_element["family"] = family
|
||||
json_element["instance_name"] = actor.get_name()
|
||||
json_element["asset_name"] = mesh.get_name()
|
||||
import_data = mesh.get_editor_property("asset_import_data")
|
||||
json_element["file_path"] = import_data.get_first_filename()
|
||||
transform = actor.get_actor_transform()
|
||||
|
||||
json_element["transform"] = {
|
||||
"translation": {
|
||||
"x": transform.translation.x,
|
||||
"y": transform.translation.y,
|
||||
"z": transform.translation.z
|
||||
},
|
||||
"rotation": {
|
||||
"x": math.radians(transform.rotation.euler().x),
|
||||
"y": math.radians(transform.rotation.euler().y),
|
||||
"z": math.radians(transform.rotation.euler().z),
|
||||
},
|
||||
"scale": {
|
||||
"x": transform.scale3d.x,
|
||||
"y": transform.scale3d.y,
|
||||
"z": transform.scale3d.z
|
||||
}
|
||||
}
|
||||
json_data.append(json_element)
|
||||
|
||||
json_filename = "{}.json".format(instance.name)
|
||||
json_path = os.path.join(stagingdir, json_filename)
|
||||
|
||||
with open(json_path, "w+") as file:
|
||||
json.dump(json_data, fp=file, indent=2)
|
||||
|
||||
if "representations" not in instance.data:
|
||||
instance.data["representations"] = []
|
||||
|
||||
json_representation = {
|
||||
'name': 'json',
|
||||
'ext': 'json',
|
||||
'files': json_filename,
|
||||
"stagingDir": stagingdir,
|
||||
}
|
||||
instance.data["representations"].append(json_representation)
|
||||
Loading…
Add table
Add a link
Reference in a new issue