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https://github.com/ynput/ayon-core.git
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Merge pull request #5670 from ynput/enhancement/OP-6890_unreal-improved_update
Unreal: Changed behaviour for updating assets
This commit is contained in:
commit
4a34bfef65
11 changed files with 741 additions and 360 deletions
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@ -13,8 +13,10 @@ from openpype.client import get_asset_by_name, get_assets
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from openpype.pipeline import (
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register_loader_plugin_path,
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register_creator_plugin_path,
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register_inventory_action_path,
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deregister_loader_plugin_path,
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deregister_creator_plugin_path,
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deregister_inventory_action_path,
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AYON_CONTAINER_ID,
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legacy_io,
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)
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@ -28,6 +30,7 @@ import unreal # noqa
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logger = logging.getLogger("openpype.hosts.unreal")
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AYON_CONTAINERS = "AyonContainers"
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AYON_ASSET_DIR = "/Game/Ayon/Assets"
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CONTEXT_CONTAINER = "Ayon/context.json"
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UNREAL_VERSION = semver.VersionInfo(
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*os.getenv("AYON_UNREAL_VERSION").split(".")
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@ -127,6 +130,7 @@ def install():
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pyblish.api.register_plugin_path(str(PUBLISH_PATH))
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register_loader_plugin_path(str(LOAD_PATH))
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register_creator_plugin_path(str(CREATE_PATH))
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register_inventory_action_path(str(INVENTORY_PATH))
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_register_callbacks()
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_register_events()
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@ -136,6 +140,7 @@ def uninstall():
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pyblish.api.deregister_plugin_path(str(PUBLISH_PATH))
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deregister_loader_plugin_path(str(LOAD_PATH))
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deregister_creator_plugin_path(str(CREATE_PATH))
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deregister_inventory_action_path(str(INVENTORY_PATH))
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def _register_callbacks():
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@ -649,6 +654,141 @@ def generate_sequence(h, h_dir):
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return sequence, (min_frame, max_frame)
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def _get_comps_and_assets(
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component_class, asset_class, old_assets, new_assets, selected
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):
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eas = unreal.get_editor_subsystem(unreal.EditorActorSubsystem)
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components = []
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if selected:
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sel_actors = eas.get_selected_level_actors()
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for actor in sel_actors:
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comps = actor.get_components_by_class(component_class)
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components.extend(comps)
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else:
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comps = eas.get_all_level_actors_components()
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components = [
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c for c in comps if isinstance(c, component_class)
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]
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# Get all the static meshes among the old assets in a dictionary with
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# the name as key
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selected_old_assets = {}
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for a in old_assets:
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asset = unreal.EditorAssetLibrary.load_asset(a)
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if isinstance(asset, asset_class):
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selected_old_assets[asset.get_name()] = asset
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# Get all the static meshes among the new assets in a dictionary with
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# the name as key
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selected_new_assets = {}
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for a in new_assets:
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asset = unreal.EditorAssetLibrary.load_asset(a)
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if isinstance(asset, asset_class):
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selected_new_assets[asset.get_name()] = asset
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return components, selected_old_assets, selected_new_assets
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def replace_static_mesh_actors(old_assets, new_assets, selected):
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smes = unreal.get_editor_subsystem(unreal.StaticMeshEditorSubsystem)
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static_mesh_comps, old_meshes, new_meshes = _get_comps_and_assets(
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unreal.StaticMeshComponent,
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unreal.StaticMesh,
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old_assets,
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new_assets,
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selected
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)
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for old_name, old_mesh in old_meshes.items():
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new_mesh = new_meshes.get(old_name)
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if not new_mesh:
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continue
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smes.replace_mesh_components_meshes(
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static_mesh_comps, old_mesh, new_mesh)
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def replace_skeletal_mesh_actors(old_assets, new_assets, selected):
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skeletal_mesh_comps, old_meshes, new_meshes = _get_comps_and_assets(
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unreal.SkeletalMeshComponent,
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unreal.SkeletalMesh,
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old_assets,
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new_assets,
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selected
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)
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for old_name, old_mesh in old_meshes.items():
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new_mesh = new_meshes.get(old_name)
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if not new_mesh:
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continue
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for comp in skeletal_mesh_comps:
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if comp.get_skeletal_mesh_asset() == old_mesh:
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comp.set_skeletal_mesh_asset(new_mesh)
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def replace_geometry_cache_actors(old_assets, new_assets, selected):
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geometry_cache_comps, old_caches, new_caches = _get_comps_and_assets(
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unreal.GeometryCacheComponent,
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unreal.GeometryCache,
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old_assets,
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new_assets,
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selected
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)
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for old_name, old_mesh in old_caches.items():
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new_mesh = new_caches.get(old_name)
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if not new_mesh:
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continue
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for comp in geometry_cache_comps:
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if comp.get_editor_property("geometry_cache") == old_mesh:
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comp.set_geometry_cache(new_mesh)
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def delete_asset_if_unused(container, asset_content):
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ar = unreal.AssetRegistryHelpers.get_asset_registry()
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references = set()
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for asset_path in asset_content:
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asset = ar.get_asset_by_object_path(asset_path)
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refs = ar.get_referencers(
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asset.package_name,
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unreal.AssetRegistryDependencyOptions(
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include_soft_package_references=False,
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include_hard_package_references=True,
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include_searchable_names=False,
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include_soft_management_references=False,
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include_hard_management_references=False
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))
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if not refs:
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continue
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references = references.union(set(refs))
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# Filter out references that are in the Temp folder
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cleaned_references = {
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ref for ref in references if not str(ref).startswith("/Temp/")}
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# Check which of the references are Levels
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for ref in cleaned_references:
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loaded_asset = unreal.EditorAssetLibrary.load_asset(ref)
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if isinstance(loaded_asset, unreal.World):
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# If there is at least a level, we can stop, we don't want to
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# delete the container
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return
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unreal.log("Previous version unused, deleting...")
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# No levels, delete the asset
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unreal.EditorAssetLibrary.delete_directory(container["namespace"])
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@contextmanager
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def maintained_selection():
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"""Stub to be either implemented or replaced.
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@ -0,0 +1,66 @@
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import unreal
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from openpype.hosts.unreal.api.tools_ui import qt_app_context
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from openpype.hosts.unreal.api.pipeline import delete_asset_if_unused
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from openpype.pipeline import InventoryAction
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class DeleteUnusedAssets(InventoryAction):
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"""Delete all the assets that are not used in any level.
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"""
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label = "Delete Unused Assets"
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icon = "trash"
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color = "red"
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order = 1
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dialog = None
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def _delete_unused_assets(self, containers):
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allowed_families = ["model", "rig"]
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for container in containers:
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container_dir = container.get("namespace")
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if container.get("family") not in allowed_families:
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unreal.log_warning(
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f"Container {container_dir} is not supported.")
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continue
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asset_content = unreal.EditorAssetLibrary.list_assets(
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container_dir, recursive=True, include_folder=False
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)
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delete_asset_if_unused(container, asset_content)
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def _show_confirmation_dialog(self, containers):
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from qtpy import QtCore
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from openpype.widgets import popup
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from openpype.style import load_stylesheet
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dialog = popup.Popup()
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dialog.setWindowFlags(
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QtCore.Qt.Window
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| QtCore.Qt.WindowStaysOnTopHint
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)
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dialog.setFocusPolicy(QtCore.Qt.StrongFocus)
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dialog.setWindowTitle("Delete all unused assets")
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dialog.setMessage(
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"You are about to delete all the assets in the project that \n"
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"are not used in any level. Are you sure you want to continue?"
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)
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dialog.setButtonText("Delete")
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dialog.on_clicked.connect(
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lambda: self._delete_unused_assets(containers)
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)
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dialog.show()
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dialog.raise_()
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dialog.activateWindow()
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dialog.setStyleSheet(load_stylesheet())
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self.dialog = dialog
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def process(self, containers):
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with qt_app_context():
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self._show_confirmation_dialog(containers)
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84
openpype/hosts/unreal/plugins/inventory/update_actors.py
Normal file
84
openpype/hosts/unreal/plugins/inventory/update_actors.py
Normal file
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@ -0,0 +1,84 @@
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import unreal
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from openpype.hosts.unreal.api.pipeline import (
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ls,
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replace_static_mesh_actors,
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replace_skeletal_mesh_actors,
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replace_geometry_cache_actors,
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)
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from openpype.pipeline import InventoryAction
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def update_assets(containers, selected):
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allowed_families = ["model", "rig"]
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# Get all the containers in the Unreal Project
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all_containers = ls()
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for container in containers:
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container_dir = container.get("namespace")
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if container.get("family") not in allowed_families:
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unreal.log_warning(
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f"Container {container_dir} is not supported.")
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continue
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# Get all containers with same asset_name but different objectName.
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# These are the containers that need to be updated in the level.
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sa_containers = [
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i
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for i in all_containers
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if (
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i.get("asset_name") == container.get("asset_name") and
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i.get("objectName") != container.get("objectName")
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)
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]
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asset_content = unreal.EditorAssetLibrary.list_assets(
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container_dir, recursive=True, include_folder=False
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)
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# Update all actors in level
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for sa_cont in sa_containers:
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sa_dir = sa_cont.get("namespace")
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old_content = unreal.EditorAssetLibrary.list_assets(
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sa_dir, recursive=True, include_folder=False
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)
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if container.get("family") == "rig":
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replace_skeletal_mesh_actors(
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old_content, asset_content, selected)
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replace_static_mesh_actors(
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old_content, asset_content, selected)
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elif container.get("family") == "model":
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if container.get("loader") == "PointCacheAlembicLoader":
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replace_geometry_cache_actors(
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old_content, asset_content, selected)
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else:
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replace_static_mesh_actors(
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old_content, asset_content, selected)
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unreal.EditorLevelLibrary.save_current_level()
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class UpdateAllActors(InventoryAction):
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"""Update all the Actors in the current level to the version of the asset
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selected in the scene manager.
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"""
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label = "Replace all Actors in level to this version"
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icon = "arrow-up"
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def process(self, containers):
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update_assets(containers, False)
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class UpdateSelectedActors(InventoryAction):
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"""Update only the selected Actors in the current level to the version
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of the asset selected in the scene manager.
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"""
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label = "Replace selected Actors in level to this version"
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icon = "arrow-up"
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def process(self, containers):
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update_assets(containers, True)
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@ -69,7 +69,7 @@ class AnimationAlembicLoader(plugin.Loader):
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"""
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# Create directory for asset and ayon container
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root = "/Game/Ayon/Assets"
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root = unreal_pipeline.AYON_ASSET_DIR
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asset = context.get('asset').get('name')
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suffix = "_CON"
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if asset:
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@ -7,7 +7,11 @@ from openpype.pipeline import (
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AYON_CONTAINER_ID
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)
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from openpype.hosts.unreal.api import plugin
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from openpype.hosts.unreal.api import pipeline as unreal_pipeline
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from openpype.hosts.unreal.api.pipeline import (
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AYON_ASSET_DIR,
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create_container,
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imprint,
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)
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import unreal # noqa
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@ -21,8 +25,11 @@ class PointCacheAlembicLoader(plugin.Loader):
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icon = "cube"
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color = "orange"
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root = AYON_ASSET_DIR
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@staticmethod
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def get_task(
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self, filename, asset_dir, asset_name, replace,
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filename, asset_dir, asset_name, replace,
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frame_start=None, frame_end=None
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):
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task = unreal.AssetImportTask()
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@ -38,8 +45,6 @@ class PointCacheAlembicLoader(plugin.Loader):
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task.set_editor_property('automated', True)
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task.set_editor_property('save', True)
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# set import options here
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# Unreal 4.24 ignores the settings. It works with Unreal 4.26
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options.set_editor_property(
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'import_type', unreal.AlembicImportType.GEOMETRY_CACHE)
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@ -64,13 +69,42 @@ class PointCacheAlembicLoader(plugin.Loader):
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return task
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def load(self, context, name, namespace, data):
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"""Load and containerise representation into Content Browser.
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def import_and_containerize(
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self, filepath, asset_dir, asset_name, container_name,
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frame_start, frame_end
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):
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unreal.EditorAssetLibrary.make_directory(asset_dir)
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This is two step process. First, import FBX to temporary path and
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then call `containerise()` on it - this moves all content to new
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directory and then it will create AssetContainer there and imprint it
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with metadata. This will mark this path as container.
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task = self.get_task(
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filepath, asset_dir, asset_name, False, frame_start, frame_end)
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unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])
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# Create Asset Container
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create_container(container=container_name, path=asset_dir)
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def imprint(
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self, asset, asset_dir, container_name, asset_name, representation,
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frame_start, frame_end
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):
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data = {
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"schema": "ayon:container-2.0",
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"id": AYON_CONTAINER_ID,
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"asset": asset,
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"namespace": asset_dir,
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"container_name": container_name,
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"asset_name": asset_name,
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"loader": str(self.__class__.__name__),
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"representation": representation["_id"],
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"parent": representation["parent"],
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"family": representation["context"]["family"],
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"frame_start": frame_start,
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"frame_end": frame_end
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}
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imprint(f"{asset_dir}/{container_name}", data)
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def load(self, context, name, namespace, options):
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"""Load and containerise representation into Content Browser.
|
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|
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Args:
|
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context (dict): application context
|
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|
|
@ -79,30 +113,28 @@ class PointCacheAlembicLoader(plugin.Loader):
|
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This is not passed here, so namespace is set
|
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by `containerise()` because only then we know
|
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real path.
|
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data (dict): Those would be data to be imprinted. This is not used
|
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now, data are imprinted by `containerise()`.
|
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data (dict): Those would be data to be imprinted.
|
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|
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Returns:
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list(str): list of container content
|
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|
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"""
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# Create directory for asset and Ayon container
|
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root = "/Game/Ayon/Assets"
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asset = context.get('asset').get('name')
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suffix = "_CON"
|
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if asset:
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asset_name = "{}_{}".format(asset, name)
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asset_name = f"{asset}_{name}" if asset else f"{name}"
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version = context.get('version')
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# Check if version is hero version and use different name
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if not version.get("name") and version.get('type') == "hero_version":
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name_version = f"{name}_hero"
|
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else:
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asset_name = "{}".format(name)
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name_version = f"{name}_v{version.get('name'):03d}"
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tools = unreal.AssetToolsHelpers().get_asset_tools()
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asset_dir, container_name = tools.create_unique_asset_name(
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"{}/{}/{}".format(root, asset, name), suffix="")
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f"{self.root}/{asset}/{name_version}", suffix="")
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container_name += suffix
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unreal.EditorAssetLibrary.make_directory(asset_dir)
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frame_start = context.get('asset').get('data').get('frameStart')
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frame_end = context.get('asset').get('data').get('frameEnd')
|
||||
|
||||
|
|
@ -111,30 +143,16 @@ class PointCacheAlembicLoader(plugin.Loader):
|
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if frame_start == frame_end:
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frame_end += 1
|
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|
||||
path = self.filepath_from_context(context)
|
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task = self.get_task(
|
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path, asset_dir, asset_name, False, frame_start, frame_end)
|
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if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir):
|
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path = self.filepath_from_context(context)
|
||||
|
||||
unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) # noqa: E501
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self.import_and_containerize(
|
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path, asset_dir, asset_name, container_name,
|
||||
frame_start, frame_end)
|
||||
|
||||
# Create Asset Container
|
||||
unreal_pipeline.create_container(
|
||||
container=container_name, path=asset_dir)
|
||||
|
||||
data = {
|
||||
"schema": "ayon:container-2.0",
|
||||
"id": AYON_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)
|
||||
self.imprint(
|
||||
asset, asset_dir, container_name, asset_name,
|
||||
context["representation"], frame_start, frame_end)
|
||||
|
||||
asset_content = unreal.EditorAssetLibrary.list_assets(
|
||||
asset_dir, recursive=True, include_folder=True
|
||||
|
|
@ -146,27 +164,43 @@ class PointCacheAlembicLoader(plugin.Loader):
|
|||
return asset_content
|
||||
|
||||
def update(self, container, representation):
|
||||
name = container["asset_name"]
|
||||
source_path = get_representation_path(representation)
|
||||
destination_path = container["namespace"]
|
||||
representation["context"]
|
||||
context = representation.get("context", {})
|
||||
|
||||
task = self.get_task(source_path, destination_path, name, False)
|
||||
# do import fbx and replace existing data
|
||||
unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])
|
||||
unreal.log_warning(context)
|
||||
|
||||
container_path = "{}/{}".format(container["namespace"],
|
||||
container["objectName"])
|
||||
# update metadata
|
||||
unreal_pipeline.imprint(
|
||||
container_path,
|
||||
{
|
||||
"representation": str(representation["_id"]),
|
||||
"parent": str(representation["parent"])
|
||||
})
|
||||
if not context:
|
||||
raise RuntimeError("No context found in representation")
|
||||
|
||||
# Create directory for asset and Ayon container
|
||||
asset = context.get('asset')
|
||||
name = context.get('subset')
|
||||
suffix = "_CON"
|
||||
asset_name = f"{asset}_{name}" if asset else f"{name}"
|
||||
version = context.get('version')
|
||||
# Check if version is hero version and use different name
|
||||
name_version = f"{name}_v{version:03d}" if version else f"{name}_hero"
|
||||
tools = unreal.AssetToolsHelpers().get_asset_tools()
|
||||
asset_dir, container_name = tools.create_unique_asset_name(
|
||||
f"{self.root}/{asset}/{name_version}", suffix="")
|
||||
|
||||
container_name += suffix
|
||||
|
||||
frame_start = int(container.get("frame_start"))
|
||||
frame_end = int(container.get("frame_end"))
|
||||
|
||||
if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir):
|
||||
path = get_representation_path(representation)
|
||||
|
||||
self.import_and_containerize(
|
||||
path, asset_dir, asset_name, container_name,
|
||||
frame_start, frame_end)
|
||||
|
||||
self.imprint(
|
||||
asset, asset_dir, container_name, asset_name, representation,
|
||||
frame_start, frame_end)
|
||||
|
||||
asset_content = unreal.EditorAssetLibrary.list_assets(
|
||||
destination_path, recursive=True, include_folder=True
|
||||
asset_dir, recursive=True, include_folder=False
|
||||
)
|
||||
|
||||
for a in asset_content:
|
||||
|
|
|
|||
|
|
@ -7,7 +7,11 @@ from openpype.pipeline import (
|
|||
AYON_CONTAINER_ID
|
||||
)
|
||||
from openpype.hosts.unreal.api import plugin
|
||||
from openpype.hosts.unreal.api import pipeline as unreal_pipeline
|
||||
from openpype.hosts.unreal.api.pipeline import (
|
||||
AYON_ASSET_DIR,
|
||||
create_container,
|
||||
imprint,
|
||||
)
|
||||
import unreal # noqa
|
||||
|
||||
|
||||
|
|
@ -20,10 +24,12 @@ class SkeletalMeshAlembicLoader(plugin.Loader):
|
|||
icon = "cube"
|
||||
color = "orange"
|
||||
|
||||
def get_task(self, filename, asset_dir, asset_name, replace):
|
||||
root = AYON_ASSET_DIR
|
||||
|
||||
@staticmethod
|
||||
def get_task(filename, asset_dir, asset_name, replace, default_conversion):
|
||||
task = unreal.AssetImportTask()
|
||||
options = unreal.AbcImportSettings()
|
||||
sm_settings = unreal.AbcStaticMeshSettings()
|
||||
conversion_settings = unreal.AbcConversionSettings(
|
||||
preset=unreal.AbcConversionPreset.CUSTOM,
|
||||
flip_u=False, flip_v=False,
|
||||
|
|
@ -37,72 +43,38 @@ class SkeletalMeshAlembicLoader(plugin.Loader):
|
|||
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.set_editor_property(
|
||||
'import_type', unreal.AlembicImportType.SKELETAL)
|
||||
|
||||
options.static_mesh_settings = sm_settings
|
||||
options.conversion_settings = conversion_settings
|
||||
if not default_conversion:
|
||||
conversion_settings = unreal.AbcConversionSettings(
|
||||
preset=unreal.AbcConversionPreset.CUSTOM,
|
||||
flip_u=False, flip_v=False,
|
||||
rotation=[0.0, 0.0, 0.0],
|
||||
scale=[1.0, 1.0, 1.0])
|
||||
options.conversion_settings = conversion_settings
|
||||
|
||||
task.options = options
|
||||
|
||||
return task
|
||||
|
||||
def load(self, context, name, namespace, data):
|
||||
"""Load and containerise representation into Content Browser.
|
||||
def import_and_containerize(
|
||||
self, filepath, asset_dir, asset_name, container_name,
|
||||
default_conversion=False
|
||||
):
|
||||
unreal.EditorAssetLibrary.make_directory(asset_dir)
|
||||
|
||||
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.
|
||||
task = self.get_task(
|
||||
filepath, asset_dir, asset_name, False, default_conversion)
|
||||
|
||||
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()`.
|
||||
unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])
|
||||
|
||||
Returns:
|
||||
list(str): list of container content
|
||||
"""
|
||||
|
||||
# Create directory for asset and ayon container
|
||||
root = "/Game/Ayon/Assets"
|
||||
asset = context.get('asset').get('name')
|
||||
suffix = "_CON"
|
||||
if asset:
|
||||
asset_name = "{}_{}".format(asset, name)
|
||||
else:
|
||||
asset_name = "{}".format(name)
|
||||
version = context.get('version')
|
||||
# Check if version is hero version and use different name
|
||||
if not version.get("name") and version.get('type') == "hero_version":
|
||||
name_version = f"{name}_hero"
|
||||
else:
|
||||
name_version = f"{name}_v{version.get('name'):03d}"
|
||||
|
||||
tools = unreal.AssetToolsHelpers().get_asset_tools()
|
||||
asset_dir, container_name = tools.create_unique_asset_name(
|
||||
f"{root}/{asset}/{name_version}", suffix="")
|
||||
|
||||
container_name += suffix
|
||||
|
||||
if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir):
|
||||
unreal.EditorAssetLibrary.make_directory(asset_dir)
|
||||
|
||||
path = self.filepath_from_context(context)
|
||||
task = self.get_task(path, asset_dir, asset_name, False)
|
||||
|
||||
unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) # noqa: E501
|
||||
|
||||
# Create Asset Container
|
||||
unreal_pipeline.create_container(
|
||||
container=container_name, path=asset_dir)
|
||||
# Create Asset Container
|
||||
create_container(container=container_name, path=asset_dir)
|
||||
|
||||
def imprint(
|
||||
self, asset, asset_dir, container_name, asset_name, representation
|
||||
):
|
||||
data = {
|
||||
"schema": "ayon:container-2.0",
|
||||
"id": AYON_CONTAINER_ID,
|
||||
|
|
@ -111,12 +83,57 @@ class SkeletalMeshAlembicLoader(plugin.Loader):
|
|||
"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"]
|
||||
"representation": representation["_id"],
|
||||
"parent": representation["parent"],
|
||||
"family": representation["context"]["family"]
|
||||
}
|
||||
unreal_pipeline.imprint(
|
||||
f"{asset_dir}/{container_name}", data)
|
||||
imprint(f"{asset_dir}/{container_name}", data)
|
||||
|
||||
def load(self, context, name, namespace, options):
|
||||
"""Load and containerise representation into Content Browser.
|
||||
|
||||
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.
|
||||
|
||||
Returns:
|
||||
list(str): list of container content
|
||||
"""
|
||||
# Create directory for asset and ayon container
|
||||
asset = context.get('asset').get('name')
|
||||
suffix = "_CON"
|
||||
asset_name = f"{asset}_{name}" if asset else f"{name}"
|
||||
version = context.get('version')
|
||||
# Check if version is hero version and use different name
|
||||
if not version.get("name") and version.get('type') == "hero_version":
|
||||
name_version = f"{name}_hero"
|
||||
else:
|
||||
name_version = f"{name}_v{version.get('name'):03d}"
|
||||
|
||||
default_conversion = False
|
||||
if options.get("default_conversion"):
|
||||
default_conversion = options.get("default_conversion")
|
||||
|
||||
tools = unreal.AssetToolsHelpers().get_asset_tools()
|
||||
asset_dir, container_name = tools.create_unique_asset_name(
|
||||
f"{self.root}/{asset}/{name_version}", suffix="")
|
||||
|
||||
container_name += suffix
|
||||
|
||||
if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir):
|
||||
path = self.filepath_from_context(context)
|
||||
|
||||
self.import_and_containerize(path, asset_dir, asset_name,
|
||||
container_name, default_conversion)
|
||||
|
||||
self.imprint(
|
||||
asset, asset_dir, container_name, asset_name,
|
||||
context["representation"])
|
||||
|
||||
asset_content = unreal.EditorAssetLibrary.list_assets(
|
||||
asset_dir, recursive=True, include_folder=True
|
||||
|
|
@ -128,26 +145,36 @@ class SkeletalMeshAlembicLoader(plugin.Loader):
|
|||
return asset_content
|
||||
|
||||
def update(self, container, representation):
|
||||
name = container["asset_name"]
|
||||
source_path = get_representation_path(representation)
|
||||
destination_path = container["namespace"]
|
||||
context = representation.get("context", {})
|
||||
|
||||
task = self.get_task(source_path, destination_path, name, True)
|
||||
if not context:
|
||||
raise RuntimeError("No context found in representation")
|
||||
|
||||
# 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"])
|
||||
})
|
||||
# Create directory for asset and Ayon container
|
||||
asset = context.get('asset')
|
||||
name = context.get('subset')
|
||||
suffix = "_CON"
|
||||
asset_name = f"{asset}_{name}" if asset else f"{name}"
|
||||
version = context.get('version')
|
||||
# Check if version is hero version and use different name
|
||||
name_version = f"{name}_v{version:03d}" if version else f"{name}_hero"
|
||||
tools = unreal.AssetToolsHelpers().get_asset_tools()
|
||||
asset_dir, container_name = tools.create_unique_asset_name(
|
||||
f"{self.root}/{asset}/{name_version}", suffix="")
|
||||
|
||||
container_name += suffix
|
||||
|
||||
if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir):
|
||||
path = get_representation_path(representation)
|
||||
|
||||
self.import_and_containerize(path, asset_dir, asset_name,
|
||||
container_name)
|
||||
|
||||
self.imprint(
|
||||
asset, asset_dir, container_name, asset_name, representation)
|
||||
|
||||
asset_content = unreal.EditorAssetLibrary.list_assets(
|
||||
destination_path, recursive=True, include_folder=True
|
||||
asset_dir, recursive=True, include_folder=False
|
||||
)
|
||||
|
||||
for a in asset_content:
|
||||
|
|
|
|||
|
|
@ -7,7 +7,11 @@ from openpype.pipeline import (
|
|||
AYON_CONTAINER_ID
|
||||
)
|
||||
from openpype.hosts.unreal.api import plugin
|
||||
from openpype.hosts.unreal.api import pipeline as unreal_pipeline
|
||||
from openpype.hosts.unreal.api.pipeline import (
|
||||
AYON_ASSET_DIR,
|
||||
create_container,
|
||||
imprint,
|
||||
)
|
||||
import unreal # noqa
|
||||
|
||||
|
||||
|
|
@ -20,14 +24,79 @@ class SkeletalMeshFBXLoader(plugin.Loader):
|
|||
icon = "cube"
|
||||
color = "orange"
|
||||
|
||||
root = AYON_ASSET_DIR
|
||||
|
||||
@staticmethod
|
||||
def get_task(filename, asset_dir, asset_name, replace):
|
||||
task = unreal.AssetImportTask()
|
||||
options = unreal.FbxImportUI()
|
||||
|
||||
task.set_editor_property('filename', filename)
|
||||
task.set_editor_property('destination_path', asset_dir)
|
||||
task.set_editor_property('destination_name', asset_name)
|
||||
task.set_editor_property('replace_existing', replace)
|
||||
task.set_editor_property('automated', True)
|
||||
task.set_editor_property('save', True)
|
||||
|
||||
options.set_editor_property(
|
||||
'automated_import_should_detect_type', False)
|
||||
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', False)
|
||||
options.set_editor_property('import_textures', False)
|
||||
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)
|
||||
|
||||
options.skeletal_mesh_import_data.set_editor_property(
|
||||
'normal_import_method',
|
||||
unreal.FBXNormalImportMethod.FBXNIM_IMPORT_NORMALS)
|
||||
|
||||
task.options = options
|
||||
|
||||
return task
|
||||
|
||||
def import_and_containerize(
|
||||
self, filepath, asset_dir, asset_name, container_name
|
||||
):
|
||||
unreal.EditorAssetLibrary.make_directory(asset_dir)
|
||||
|
||||
task = self.get_task(
|
||||
filepath, asset_dir, asset_name, False)
|
||||
|
||||
unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])
|
||||
|
||||
# Create Asset Container
|
||||
create_container(container=container_name, path=asset_dir)
|
||||
|
||||
def imprint(
|
||||
self, asset, asset_dir, container_name, asset_name, representation
|
||||
):
|
||||
data = {
|
||||
"schema": "ayon:container-2.0",
|
||||
"id": AYON_CONTAINER_ID,
|
||||
"asset": asset,
|
||||
"namespace": asset_dir,
|
||||
"container_name": container_name,
|
||||
"asset_name": asset_name,
|
||||
"loader": str(self.__class__.__name__),
|
||||
"representation": representation["_id"],
|
||||
"parent": representation["parent"],
|
||||
"family": representation["context"]["family"]
|
||||
}
|
||||
imprint(f"{asset_dir}/{container_name}", data)
|
||||
|
||||
def load(self, context, name, namespace, options):
|
||||
"""Load and containerise representation into Content Browser.
|
||||
|
||||
This is a 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
|
||||
|
|
@ -35,23 +104,15 @@ class SkeletalMeshFBXLoader(plugin.Loader):
|
|||
This is not passed here, so namespace is set
|
||||
by `containerise()` because only then we know
|
||||
real path.
|
||||
options (dict): Those would be data to be imprinted. This is not
|
||||
used now, data are imprinted by `containerise()`.
|
||||
data (dict): Those would be data to be imprinted.
|
||||
|
||||
Returns:
|
||||
list(str): list of container content
|
||||
|
||||
"""
|
||||
# Create directory for asset and Ayon container
|
||||
root = "/Game/Ayon/Assets"
|
||||
if options and options.get("asset_dir"):
|
||||
root = options["asset_dir"]
|
||||
asset = context.get('asset').get('name')
|
||||
suffix = "_CON"
|
||||
if asset:
|
||||
asset_name = "{}_{}".format(asset, name)
|
||||
else:
|
||||
asset_name = "{}".format(name)
|
||||
asset_name = f"{asset}_{name}" if asset else f"{name}"
|
||||
version = context.get('version')
|
||||
# Check if version is hero version and use different name
|
||||
if not version.get("name") and version.get('type') == "hero_version":
|
||||
|
|
@ -61,67 +122,20 @@ class SkeletalMeshFBXLoader(plugin.Loader):
|
|||
|
||||
tools = unreal.AssetToolsHelpers().get_asset_tools()
|
||||
asset_dir, container_name = tools.create_unique_asset_name(
|
||||
f"{root}/{asset}/{name_version}", suffix="")
|
||||
f"{self.root}/{asset}/{name_version}", suffix=""
|
||||
)
|
||||
|
||||
container_name += suffix
|
||||
|
||||
if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir):
|
||||
unreal.EditorAssetLibrary.make_directory(asset_dir)
|
||||
|
||||
task = unreal.AssetImportTask()
|
||||
|
||||
path = self.filepath_from_context(context)
|
||||
task.set_editor_property('filename', path)
|
||||
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', False)
|
||||
options.set_editor_property('import_textures', False)
|
||||
options.set_editor_property('skeleton', None)
|
||||
options.set_editor_property('create_physics_asset', False)
|
||||
self.import_and_containerize(
|
||||
path, asset_dir, asset_name, container_name)
|
||||
|
||||
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
|
||||
unreal_pipeline.create_container(
|
||||
container=container_name, path=asset_dir)
|
||||
|
||||
data = {
|
||||
"schema": "ayon:container-2.0",
|
||||
"id": AYON_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(
|
||||
f"{asset_dir}/{container_name}", data)
|
||||
self.imprint(
|
||||
asset, asset_dir, container_name, asset_name,
|
||||
context["representation"])
|
||||
|
||||
asset_content = unreal.EditorAssetLibrary.list_assets(
|
||||
asset_dir, recursive=True, include_folder=True
|
||||
|
|
@ -133,58 +147,36 @@ class SkeletalMeshFBXLoader(plugin.Loader):
|
|||
return asset_content
|
||||
|
||||
def update(self, container, representation):
|
||||
name = container["asset_name"]
|
||||
source_path = get_representation_path(representation)
|
||||
destination_path = container["namespace"]
|
||||
context = representation.get("context", {})
|
||||
|
||||
task = unreal.AssetImportTask()
|
||||
if not context:
|
||||
raise RuntimeError("No context found in representation")
|
||||
|
||||
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)
|
||||
# Create directory for asset and Ayon container
|
||||
asset = context.get('asset')
|
||||
name = context.get('subset')
|
||||
suffix = "_CON"
|
||||
asset_name = f"{asset}_{name}" if asset else f"{name}"
|
||||
version = context.get('version')
|
||||
# Check if version is hero version and use different name
|
||||
name_version = f"{name}_v{version:03d}" if version else f"{name}_hero"
|
||||
tools = unreal.AssetToolsHelpers().get_asset_tools()
|
||||
asset_dir, container_name = tools.create_unique_asset_name(
|
||||
f"{self.root}/{asset}/{name_version}", suffix="")
|
||||
|
||||
# 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)
|
||||
container_name += suffix
|
||||
|
||||
options.set_editor_property('mesh_type_to_import',
|
||||
unreal.FBXImportType.FBXIT_SKELETAL_MESH)
|
||||
if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir):
|
||||
path = get_representation_path(representation)
|
||||
|
||||
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
|
||||
)
|
||||
self.import_and_containerize(
|
||||
path, asset_dir, asset_name, container_name)
|
||||
|
||||
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"])
|
||||
})
|
||||
self.imprint(
|
||||
asset, asset_dir, container_name, asset_name, representation)
|
||||
|
||||
asset_content = unreal.EditorAssetLibrary.list_assets(
|
||||
destination_path, recursive=True, include_folder=True
|
||||
asset_dir, recursive=True, include_folder=False
|
||||
)
|
||||
|
||||
for a in asset_content:
|
||||
|
|
|
|||
|
|
@ -7,7 +7,11 @@ from openpype.pipeline import (
|
|||
AYON_CONTAINER_ID
|
||||
)
|
||||
from openpype.hosts.unreal.api import plugin
|
||||
from openpype.hosts.unreal.api import pipeline as unreal_pipeline
|
||||
from openpype.hosts.unreal.api.pipeline import (
|
||||
AYON_ASSET_DIR,
|
||||
create_container,
|
||||
imprint,
|
||||
)
|
||||
import unreal # noqa
|
||||
|
||||
|
||||
|
|
@ -20,6 +24,8 @@ class StaticMeshAlembicLoader(plugin.Loader):
|
|||
icon = "cube"
|
||||
color = "orange"
|
||||
|
||||
root = AYON_ASSET_DIR
|
||||
|
||||
@staticmethod
|
||||
def get_task(filename, asset_dir, asset_name, replace, default_conversion):
|
||||
task = unreal.AssetImportTask()
|
||||
|
|
@ -53,14 +59,40 @@ class StaticMeshAlembicLoader(plugin.Loader):
|
|||
|
||||
return task
|
||||
|
||||
def import_and_containerize(
|
||||
self, filepath, asset_dir, asset_name, container_name,
|
||||
default_conversion=False
|
||||
):
|
||||
unreal.EditorAssetLibrary.make_directory(asset_dir)
|
||||
|
||||
task = self.get_task(
|
||||
filepath, asset_dir, asset_name, False, default_conversion)
|
||||
|
||||
unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])
|
||||
|
||||
# Create Asset Container
|
||||
create_container(container=container_name, path=asset_dir)
|
||||
|
||||
def imprint(
|
||||
self, asset, asset_dir, container_name, asset_name, representation
|
||||
):
|
||||
data = {
|
||||
"schema": "ayon:container-2.0",
|
||||
"id": AYON_CONTAINER_ID,
|
||||
"asset": asset,
|
||||
"namespace": asset_dir,
|
||||
"container_name": container_name,
|
||||
"asset_name": asset_name,
|
||||
"loader": str(self.__class__.__name__),
|
||||
"representation": representation["_id"],
|
||||
"parent": representation["parent"],
|
||||
"family": representation["context"]["family"]
|
||||
}
|
||||
imprint(f"{asset_dir}/{container_name}", data)
|
||||
|
||||
def load(self, context, name, namespace, options):
|
||||
"""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
|
||||
|
|
@ -68,15 +100,12 @@ class StaticMeshAlembicLoader(plugin.Loader):
|
|||
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()`.
|
||||
data (dict): Those would be data to be imprinted.
|
||||
|
||||
Returns:
|
||||
list(str): list of container content
|
||||
|
||||
"""
|
||||
# Create directory for asset and Ayon container
|
||||
root = "/Game/Ayon/Assets"
|
||||
asset = context.get('asset').get('name')
|
||||
suffix = "_CON"
|
||||
asset_name = f"{asset}_{name}" if asset else f"{name}"
|
||||
|
|
@ -93,39 +122,22 @@ class StaticMeshAlembicLoader(plugin.Loader):
|
|||
|
||||
tools = unreal.AssetToolsHelpers().get_asset_tools()
|
||||
asset_dir, container_name = tools.create_unique_asset_name(
|
||||
f"{root}/{asset}/{name_version}", suffix="")
|
||||
f"{self.root}/{asset}/{name_version}", suffix="")
|
||||
|
||||
container_name += suffix
|
||||
|
||||
if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir):
|
||||
unreal.EditorAssetLibrary.make_directory(asset_dir)
|
||||
|
||||
path = self.filepath_from_context(context)
|
||||
task = self.get_task(
|
||||
path, asset_dir, asset_name, False, default_conversion)
|
||||
|
||||
unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) # noqa: E501
|
||||
self.import_and_containerize(path, asset_dir, asset_name,
|
||||
container_name, default_conversion)
|
||||
|
||||
# Create Asset Container
|
||||
unreal_pipeline.create_container(
|
||||
container=container_name, path=asset_dir)
|
||||
|
||||
data = {
|
||||
"schema": "ayon:container-2.0",
|
||||
"id": AYON_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(f"{asset_dir}/{container_name}", data)
|
||||
self.imprint(
|
||||
asset, asset_dir, container_name, asset_name,
|
||||
context["representation"])
|
||||
|
||||
asset_content = unreal.EditorAssetLibrary.list_assets(
|
||||
asset_dir, recursive=True, include_folder=True
|
||||
asset_dir, recursive=True, include_folder=False
|
||||
)
|
||||
|
||||
for a in asset_content:
|
||||
|
|
@ -134,27 +146,36 @@ class StaticMeshAlembicLoader(plugin.Loader):
|
|||
return asset_content
|
||||
|
||||
def update(self, container, representation):
|
||||
name = container["asset_name"]
|
||||
source_path = get_representation_path(representation)
|
||||
destination_path = container["namespace"]
|
||||
context = representation.get("context", {})
|
||||
|
||||
task = self.get_task(source_path, destination_path, name, True, False)
|
||||
if not context:
|
||||
raise RuntimeError("No context found in representation")
|
||||
|
||||
# do import fbx and replace existing data
|
||||
unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])
|
||||
# Create directory for asset and Ayon container
|
||||
asset = context.get('asset')
|
||||
name = context.get('subset')
|
||||
suffix = "_CON"
|
||||
asset_name = f"{asset}_{name}" if asset else f"{name}"
|
||||
version = context.get('version')
|
||||
# Check if version is hero version and use different name
|
||||
name_version = f"{name}_v{version:03d}" if version else f"{name}_hero"
|
||||
tools = unreal.AssetToolsHelpers().get_asset_tools()
|
||||
asset_dir, container_name = tools.create_unique_asset_name(
|
||||
f"{self.root}/{asset}/{name_version}", suffix="")
|
||||
|
||||
container_path = "{}/{}".format(container["namespace"],
|
||||
container["objectName"])
|
||||
# update metadata
|
||||
unreal_pipeline.imprint(
|
||||
container_path,
|
||||
{
|
||||
"representation": str(representation["_id"]),
|
||||
"parent": str(representation["parent"])
|
||||
})
|
||||
container_name += suffix
|
||||
|
||||
if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir):
|
||||
path = get_representation_path(representation)
|
||||
|
||||
self.import_and_containerize(path, asset_dir, asset_name,
|
||||
container_name)
|
||||
|
||||
self.imprint(
|
||||
asset, asset_dir, container_name, asset_name, representation)
|
||||
|
||||
asset_content = unreal.EditorAssetLibrary.list_assets(
|
||||
destination_path, recursive=True, include_folder=True
|
||||
asset_dir, recursive=True, include_folder=False
|
||||
)
|
||||
|
||||
for a in asset_content:
|
||||
|
|
|
|||
|
|
@ -7,7 +7,11 @@ from openpype.pipeline import (
|
|||
AYON_CONTAINER_ID
|
||||
)
|
||||
from openpype.hosts.unreal.api import plugin
|
||||
from openpype.hosts.unreal.api import pipeline as unreal_pipeline
|
||||
from openpype.hosts.unreal.api.pipeline import (
|
||||
AYON_ASSET_DIR,
|
||||
create_container,
|
||||
imprint,
|
||||
)
|
||||
import unreal # noqa
|
||||
|
||||
|
||||
|
|
@ -20,6 +24,8 @@ class StaticMeshFBXLoader(plugin.Loader):
|
|||
icon = "cube"
|
||||
color = "orange"
|
||||
|
||||
root = AYON_ASSET_DIR
|
||||
|
||||
@staticmethod
|
||||
def get_task(filename, asset_dir, asset_name, replace):
|
||||
task = unreal.AssetImportTask()
|
||||
|
|
@ -46,14 +52,39 @@ class StaticMeshFBXLoader(plugin.Loader):
|
|||
|
||||
return task
|
||||
|
||||
def import_and_containerize(
|
||||
self, filepath, asset_dir, asset_name, container_name
|
||||
):
|
||||
unreal.EditorAssetLibrary.make_directory(asset_dir)
|
||||
|
||||
task = self.get_task(
|
||||
filepath, asset_dir, asset_name, False)
|
||||
|
||||
unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])
|
||||
|
||||
# Create Asset Container
|
||||
create_container(container=container_name, path=asset_dir)
|
||||
|
||||
def imprint(
|
||||
self, asset, asset_dir, container_name, asset_name, representation
|
||||
):
|
||||
data = {
|
||||
"schema": "ayon:container-2.0",
|
||||
"id": AYON_CONTAINER_ID,
|
||||
"asset": asset,
|
||||
"namespace": asset_dir,
|
||||
"container_name": container_name,
|
||||
"asset_name": asset_name,
|
||||
"loader": str(self.__class__.__name__),
|
||||
"representation": representation["_id"],
|
||||
"parent": representation["parent"],
|
||||
"family": representation["context"]["family"]
|
||||
}
|
||||
imprint(f"{asset_dir}/{container_name}", data)
|
||||
|
||||
def load(self, context, name, namespace, options):
|
||||
"""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
|
||||
|
|
@ -61,23 +92,15 @@ class StaticMeshFBXLoader(plugin.Loader):
|
|||
This is not passed here, so namespace is set
|
||||
by `containerise()` because only then we know
|
||||
real path.
|
||||
options (dict): Those would be data to be imprinted. This is not
|
||||
used now, data are imprinted by `containerise()`.
|
||||
options (dict): Those would be data to be imprinted.
|
||||
|
||||
Returns:
|
||||
list(str): list of container content
|
||||
"""
|
||||
|
||||
# Create directory for asset and Ayon container
|
||||
root = "/Game/Ayon/Assets"
|
||||
if options and options.get("asset_dir"):
|
||||
root = options["asset_dir"]
|
||||
asset = context.get('asset').get('name')
|
||||
suffix = "_CON"
|
||||
if asset:
|
||||
asset_name = "{}_{}".format(asset, name)
|
||||
else:
|
||||
asset_name = "{}".format(name)
|
||||
asset_name = f"{asset}_{name}" if asset else f"{name}"
|
||||
version = context.get('version')
|
||||
# Check if version is hero version and use different name
|
||||
if not version.get("name") and version.get('type') == "hero_version":
|
||||
|
|
@ -87,35 +110,20 @@ class StaticMeshFBXLoader(plugin.Loader):
|
|||
|
||||
tools = unreal.AssetToolsHelpers().get_asset_tools()
|
||||
asset_dir, container_name = tools.create_unique_asset_name(
|
||||
f"{root}/{asset}/{name_version}", suffix=""
|
||||
f"{self.root}/{asset}/{name_version}", suffix=""
|
||||
)
|
||||
|
||||
container_name += suffix
|
||||
|
||||
unreal.EditorAssetLibrary.make_directory(asset_dir)
|
||||
if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir):
|
||||
path = self.filepath_from_context(context)
|
||||
|
||||
path = self.filepath_from_context(context)
|
||||
task = self.get_task(path, asset_dir, asset_name, False)
|
||||
self.import_and_containerize(
|
||||
path, asset_dir, asset_name, container_name)
|
||||
|
||||
unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) # noqa: E501
|
||||
|
||||
# Create Asset Container
|
||||
unreal_pipeline.create_container(
|
||||
container=container_name, path=asset_dir)
|
||||
|
||||
data = {
|
||||
"schema": "ayon:container-2.0",
|
||||
"id": AYON_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(f"{asset_dir}/{container_name}", data)
|
||||
self.imprint(
|
||||
asset, asset_dir, container_name, asset_name,
|
||||
context["representation"])
|
||||
|
||||
asset_content = unreal.EditorAssetLibrary.list_assets(
|
||||
asset_dir, recursive=True, include_folder=True
|
||||
|
|
@ -127,27 +135,36 @@ class StaticMeshFBXLoader(plugin.Loader):
|
|||
return asset_content
|
||||
|
||||
def update(self, container, representation):
|
||||
name = container["asset_name"]
|
||||
source_path = get_representation_path(representation)
|
||||
destination_path = container["namespace"]
|
||||
context = representation.get("context", {})
|
||||
|
||||
task = self.get_task(source_path, destination_path, name, True)
|
||||
if not context:
|
||||
raise RuntimeError("No context found in representation")
|
||||
|
||||
# do import fbx and replace existing data
|
||||
unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])
|
||||
# Create directory for asset and Ayon container
|
||||
asset = context.get('asset')
|
||||
name = context.get('subset')
|
||||
suffix = "_CON"
|
||||
asset_name = f"{asset}_{name}" if asset else f"{name}"
|
||||
version = context.get('version')
|
||||
# Check if version is hero version and use different name
|
||||
name_version = f"{name}_v{version:03d}" if version else f"{name}_hero"
|
||||
tools = unreal.AssetToolsHelpers().get_asset_tools()
|
||||
asset_dir, container_name = tools.create_unique_asset_name(
|
||||
f"{self.root}/{asset}/{name_version}", suffix="")
|
||||
|
||||
container_path = "{}/{}".format(container["namespace"],
|
||||
container["objectName"])
|
||||
# update metadata
|
||||
unreal_pipeline.imprint(
|
||||
container_path,
|
||||
{
|
||||
"representation": str(representation["_id"]),
|
||||
"parent": str(representation["parent"])
|
||||
})
|
||||
container_name += suffix
|
||||
|
||||
if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir):
|
||||
path = get_representation_path(representation)
|
||||
|
||||
self.import_and_containerize(
|
||||
path, asset_dir, asset_name, container_name)
|
||||
|
||||
self.imprint(
|
||||
asset, asset_dir, container_name, asset_name, representation)
|
||||
|
||||
asset_content = unreal.EditorAssetLibrary.list_assets(
|
||||
destination_path, recursive=True, include_folder=True
|
||||
asset_dir, recursive=True, include_folder=False
|
||||
)
|
||||
|
||||
for a in asset_content:
|
||||
|
|
|
|||
|
|
@ -41,7 +41,7 @@ class UAssetLoader(plugin.Loader):
|
|||
"""
|
||||
|
||||
# Create directory for asset and Ayon container
|
||||
root = "/Game/Ayon/Assets"
|
||||
root = unreal_pipeline.AYON_ASSET_DIR
|
||||
asset = context.get('asset').get('name')
|
||||
suffix = "_CON"
|
||||
asset_name = f"{asset}_{name}" if asset else f"{name}"
|
||||
|
|
|
|||
|
|
@ -86,7 +86,7 @@ class YetiLoader(plugin.Loader):
|
|||
raise RuntimeError("Groom plugin is not activated.")
|
||||
|
||||
# Create directory for asset and Ayon container
|
||||
root = "/Game/Ayon/Assets"
|
||||
root = unreal_pipeline.AYON_ASSET_DIR
|
||||
asset = context.get('asset').get('name')
|
||||
suffix = "_CON"
|
||||
asset_name = f"{asset}_{name}" if asset else f"{name}"
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue