From 4ff7cf67ab7fe852216c7f408161ca0f9d0d5ecf Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Mon, 31 Jan 2022 11:20:13 +0000 Subject: [PATCH] Loading layouts and cameras now create level sequences for hierarchy --- .../hosts/unreal/plugins/load/load_camera.py | 143 ++++++++++++++--- .../hosts/unreal/plugins/load/load_layout.py | 149 ++++++++++++++++-- 2 files changed, 256 insertions(+), 36 deletions(-) diff --git a/openpype/hosts/unreal/plugins/load/load_camera.py b/openpype/hosts/unreal/plugins/load/load_camera.py index b2b25eec73..00d17407f9 100644 --- a/openpype/hosts/unreal/plugins/load/load_camera.py +++ b/openpype/hosts/unreal/plugins/load/load_camera.py @@ -15,6 +15,20 @@ class CameraLoader(api.Loader): icon = "cube" color = "orange" + def _add_sub_sequence(self, master, sub): + track = master.add_master_track(unreal.MovieSceneCinematicShotTrack) + section = track.add_section() + section.set_editor_property('sub_sequence', sub) + return section + + def _get_data(self, asset_name): + asset_doc = io.find_one({ + "type": "asset", + "name": asset_name + }) + + return asset_doc.get("data") + def load(self, context, name, namespace, data): """ Load and containerise representation into Content Browser. @@ -39,7 +53,13 @@ class CameraLoader(api.Loader): """ # Create directory for asset and avalon container - root = "/Game/Avalon/Assets" + hierarchy = context.get('asset').get('data').get('parents') + root = "/Game/Avalon" + hierarchy_dir = root + hierarchy_list = [] + for h in hierarchy: + hierarchy_dir = f"{hierarchy_dir}/{h}" + hierarchy_list.append(hierarchy_dir) asset = context.get('asset').get('name') suffix = "_CON" if asset: @@ -49,9 +69,9 @@ class CameraLoader(api.Loader): tools = unreal.AssetToolsHelpers().get_asset_tools() + # Create a unique name for the camera directory unique_number = 1 - - if unreal.EditorAssetLibrary.does_directory_exist(f"{root}/{asset}"): + if unreal.EditorAssetLibrary.does_directory_exist(f"{hierarchy_dir}/{asset}"): asset_content = unreal.EditorAssetLibrary.list_assets( f"{root}/{asset}", recursive=False, include_folder=True ) @@ -71,42 +91,121 @@ class CameraLoader(api.Loader): unique_number = f_numbers[-1] + 1 asset_dir, container_name = tools.create_unique_asset_name( - f"{root}/{asset}/{name}_{unique_number:02d}", suffix="") + f"{hierarchy_dir}/{asset}/{name}_{unique_number:02d}", suffix="") container_name += suffix + # sequence = None + + # ar = unreal.AssetRegistryHelpers.get_asset_registry() + + # if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir): + # unreal.EditorAssetLibrary.make_directory(asset_dir) + + # sequence = tools.create_asset( + # asset_name=asset_name, + # package_path=asset_dir, + # asset_class=unreal.LevelSequence, + # factory=unreal.LevelSequenceFactoryNew() + # ) + # else: + # asset_content = unreal.EditorAssetLibrary.list_assets( + # asset_dir, recursive=False) + # for a in asset_content: + # obj = ar.get_asset_by_object_path(a) + # if obj.get_asset().get_class().get_name() == 'LevelSequence': + # sequence = obj.get_asset() + # break + + # assert sequence, "Sequence not found" + + # Get all the sequences in the hierarchy. It will create them, if + # they don't exist. + sequences = [] + i = 0 + for h in hierarchy_list: + root_content = unreal.EditorAssetLibrary.list_assets( + h, recursive=False, include_folder=False) + + existing_sequences = [ + unreal.EditorAssetLibrary.find_asset_data(asset) + for asset in root_content + if unreal.EditorAssetLibrary.find_asset_data( + asset).get_class().get_name() == 'LevelSequence' + ] + + # for asset in root_content: + # asset_data = EditorAssetLibrary.find_asset_data(asset) + # # imported_asset = unreal.AssetRegistryHelpers.get_asset( + # # imported_asset_data) + # if asset_data.get_class().get_name() == 'LevelSequence': + # break + + if not existing_sequences: + scene = tools.create_asset( + asset_name=hierarchy[i], + package_path=h, + asset_class=unreal.LevelSequence, + factory=unreal.LevelSequenceFactoryNew() + ) + sequences.append(scene) + else: + for e in existing_sequences: + sequences.append(e.get_asset()) + + i += 1 + unreal.EditorAssetLibrary.make_directory(asset_dir) - sequence = tools.create_asset( - asset_name=asset_name, + cam_seq = tools.create_asset( + asset_name=asset, package_path=asset_dir, asset_class=unreal.LevelSequence, factory=unreal.LevelSequenceFactoryNew() ) - io_asset = io.Session["AVALON_ASSET"] - asset_doc = io.find_one({ - "type": "asset", - "name": io_asset - }) + sequences.append(cam_seq) - data = asset_doc.get("data") + # Add sequences data to hierarchy + data_i = self._get_data(sequences[0].get_name()) + + for i in range(0, len(sequences) - 1): + section = self._add_sub_sequence(sequences[i], sequences[i + 1]) + + print(sequences[i]) + print(sequences[i + 1]) + + data_j = self._get_data(sequences[i + 1].get_name()) + + if data_i: + sequences[i].set_display_rate(unreal.FrameRate(data_i.get("fps"), 1.0)) + sequences[i].set_playback_start(data_i.get("frameStart")) + sequences[i].set_playback_end(data_i.get("frameEnd")) + if data_j: + section.set_range( + data_j.get("frameStart"), + data_j.get("frameEnd")) + + data_i = data_j + + data = self._get_data(asset) if data: - sequence.set_display_rate(unreal.FrameRate(data.get("fps"), 1.0)) - sequence.set_playback_start(data.get("frameStart")) - sequence.set_playback_end(data.get("frameEnd")) + cam_seq.set_display_rate(unreal.FrameRate(data.get("fps"), 1.0)) + cam_seq.set_playback_start(data.get("frameStart")) + cam_seq.set_playback_end(data.get("frameEnd")) settings = unreal.MovieSceneUserImportFBXSettings() settings.set_editor_property('reduce_keys', False) - unreal.SequencerTools.import_fbx( - unreal.EditorLevelLibrary.get_editor_world(), - sequence, - sequence.get_bindings(), - settings, - self.fname - ) + if cam_seq: + unreal.SequencerTools.import_fbx( + unreal.EditorLevelLibrary.get_editor_world(), + cam_seq, + cam_seq.get_bindings(), + settings, + self.fname + ) # Create Asset Container lib.create_avalon_container(container=container_name, path=asset_dir) diff --git a/openpype/hosts/unreal/plugins/load/load_layout.py b/openpype/hosts/unreal/plugins/load/load_layout.py index 19d0b74e3e..7554a4658b 100644 --- a/openpype/hosts/unreal/plugins/load/load_layout.py +++ b/openpype/hosts/unreal/plugins/load/load_layout.py @@ -9,7 +9,7 @@ from unreal import AssetToolsHelpers from unreal import FBXImportType from unreal import MathLibrary as umath -from avalon import api, pipeline +from avalon import api, io, pipeline from avalon.unreal import lib from avalon.unreal import pipeline as unreal_pipeline @@ -74,10 +74,26 @@ class LayoutLoader(api.Loader): return None - def _process_family(self, assets, classname, transform, inst_name=None): + def _add_sub_sequence(self, master, sub): + track = master.add_master_track(unreal.MovieSceneCinematicShotTrack) + section = track.add_section() + section.set_editor_property('sub_sequence', sub) + return section + + def _get_data(self, asset_name): + asset_doc = io.find_one({ + "type": "asset", + "name": asset_name + }) + + return asset_doc.get("data") + + def _process_family( + self, assets, classname, transform, sequence, inst_name=None): ar = unreal.AssetRegistryHelpers.get_asset_registry() actors = [] + bindings = [] for asset in assets: obj = ar.get_asset_by_object_path(asset).get_asset() @@ -109,11 +125,17 @@ class LayoutLoader(api.Loader): actors.append(actor) - return actors + binding = sequence.add_possessable(actor) + # root_component_binding = sequence.add_possessable(actor.root_component) + # root_component_binding.set_parent(binding) + + bindings.append(binding) + + return actors, bindings def _import_animation( self, asset_dir, path, instance_name, skeleton, actors_dict, - animation_file): + animation_file, bindings_dict, sequence): anim_file = Path(animation_file) anim_file_name = anim_file.with_suffix('') @@ -192,7 +214,20 @@ class LayoutLoader(api.Loader): actor.skeletal_mesh_component.animation_data.set_editor_property( 'anim_to_play', animation) - def _process(self, libpath, asset_dir, loaded=None): + # Add animation to the sequencer + bindings = bindings_dict.get(instance_name) + + for binding in bindings: + binding.add_track(unreal.MovieSceneSkeletalAnimationTrack) + for track in binding.get_tracks(): + section = track.add_section() + section.set_range( + sequence.get_playback_start(), + sequence.get_playback_end()) + sec_params = section.get_editor_property('params') + sec_params.set_editor_property('animation', animation) + + def _process(self, libpath, asset_dir, sequence, loaded=None): ar = unreal.AssetRegistryHelpers.get_asset_registry() with open(libpath, "r") as fp: @@ -207,6 +242,7 @@ class LayoutLoader(api.Loader): skeleton_dict = {} actors_dict = {} + bindings_dict = {} for element in data: reference = None @@ -264,12 +300,13 @@ class LayoutLoader(api.Loader): actors = [] if family == 'model': - actors = self._process_family( - assets, 'StaticMesh', transform, inst) + actors, _ = self._process_family( + assets, 'StaticMesh', transform, sequence, inst) elif family == 'rig': - actors = self._process_family( - assets, 'SkeletalMesh', transform, inst) + actors, bindings = self._process_family( + assets, 'SkeletalMesh', transform, sequence, inst) actors_dict[inst] = actors + bindings_dict[inst] = bindings if family == 'rig': # Finds skeleton among the imported assets @@ -289,8 +326,13 @@ class LayoutLoader(api.Loader): if animation_file and skeleton: self._import_animation( - asset_dir, path, instance_name, skeleton, - actors_dict, animation_file) + asset_dir, path, instance_name, skeleton, actors_dict, + animation_file, bindings_dict, sequence) + + # track = sequence.add_master_track( + # unreal.MovieSceneActorReferenceTrack) + # section = track.add_section() + # section.set_editor_property('sub_sequence', sequence) def _remove_family(self, assets, components, classname, propname): ar = unreal.AssetRegistryHelpers.get_asset_registry() @@ -356,7 +398,13 @@ class LayoutLoader(api.Loader): list(str): list of container content """ # Create directory for asset and avalon container - root = "/Game/Avalon/Assets" + hierarchy = context.get('asset').get('data').get('parents') + root = "/Game/Avalon" + hierarchy_dir = root + hierarchy_list = [] + for h in hierarchy: + hierarchy_dir = f"{hierarchy_dir}/{h}" + hierarchy_list.append(hierarchy_dir) asset = context.get('asset').get('name') suffix = "_CON" if asset: @@ -366,13 +414,86 @@ class LayoutLoader(api.Loader): tools = unreal.AssetToolsHelpers().get_asset_tools() asset_dir, container_name = tools.create_unique_asset_name( - "{}/{}/{}".format(root, asset, name), suffix="") + "{}/{}/{}".format(hierarchy_dir, asset, name), suffix="") container_name += suffix EditorAssetLibrary.make_directory(asset_dir) - self._process(self.fname, asset_dir) + # Get all the sequences in the hierarchy. It will create them, if + # they don't exist. + sequences = [] + i = 0 + for h in hierarchy_list: + root_content = EditorAssetLibrary.list_assets( + h, recursive=False, include_folder=False) + + existing_sequences = [ + EditorAssetLibrary.find_asset_data(asset) + for asset in root_content + if EditorAssetLibrary.find_asset_data( + asset).get_class().get_name() == 'LevelSequence' + ] + + # for asset in root_content: + # asset_data = EditorAssetLibrary.find_asset_data(asset) + # # imported_asset = unreal.AssetRegistryHelpers.get_asset( + # # imported_asset_data) + # if asset_data.get_class().get_name() == 'LevelSequence': + # break + + if not existing_sequences: + scene = tools.create_asset( + asset_name=hierarchy[i], + package_path=h, + asset_class=unreal.LevelSequence, + factory=unreal.LevelSequenceFactoryNew() + ) + sequences.append(scene) + else: + for e in existing_sequences: + sequences.append(e.get_asset()) + + i += 1 + + # TODO: check if shot already exists + + shot = tools.create_asset( + asset_name=asset, + package_path=asset_dir, + asset_class=unreal.LevelSequence, + factory=unreal.LevelSequenceFactoryNew() + ) + + sequences.append(shot) + + # Add sequences data to hierarchy + data_i = self._get_data(sequences[0].get_name()) + + for i in range(0, len(sequences) - 1): + section = self._add_sub_sequence(sequences[i], sequences[i + 1]) + + data_j = self._get_data(sequences[i + 1].get_name()) + + if data_i: + sequences[i].set_display_rate(unreal.FrameRate(data_i.get("fps"), 1.0)) + sequences[i].set_playback_start(data_i.get("frameStart")) + sequences[i].set_playback_end(data_i.get("frameEnd")) + if data_j: + section.set_range( + data_j.get("frameStart"), + data_j.get("frameEnd")) + + data_i = data_j + + data = self._get_data(asset) + + if data: + shot.set_display_rate(unreal.FrameRate(data.get("fps"), 1.0)) + shot.set_playback_start(data.get("frameStart")) + shot.set_playback_end(data.get("frameEnd")) + + self._process(self.fname, asset_dir, shot) # Create Asset Container lib.create_avalon_container(