mirror of
https://github.com/ynput/ayon-core.git
synced 2026-01-01 16:34:53 +01:00
Improved update for Skeletal Meshes
This commit is contained in:
parent
bf16f8492f
commit
671844fa07
5 changed files with 274 additions and 195 deletions
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@ -683,6 +683,42 @@ def replace_static_mesh_actors(old_assets, new_assets):
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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):
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eas = unreal.get_editor_subsystem(unreal.EditorActorSubsystem)
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comps = eas.get_all_level_actors_components()
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skeletal_mesh_comps = [
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c for c in comps if isinstance(c, unreal.SkeletalMeshComponent)
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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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old_meshes = {}
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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, unreal.SkeletalMesh):
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old_meshes[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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new_meshes = {}
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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, unreal.SkeletalMesh):
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new_meshes[asset.get_name()] = asset
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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 delete_previous_asset_if_unused(container, asset_content):
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ar = unreal.AssetRegistryHelpers.get_asset_registry()
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@ -7,7 +7,13 @@ 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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create_container,
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imprint,
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replace_static_mesh_actors,
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replace_skeletal_mesh_actors,
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delete_previous_asset_if_unused,
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)
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import unreal # noqa
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@ -20,10 +26,12 @@ class SkeletalMeshAlembicLoader(plugin.Loader):
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icon = "cube"
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color = "orange"
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def get_task(self, filename, asset_dir, asset_name, replace):
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root = "/Game/Ayon/Assets"
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@staticmethod
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def get_task(filename, asset_dir, asset_name, replace, default_conversion):
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task = unreal.AssetImportTask()
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options = unreal.AbcImportSettings()
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sm_settings = unreal.AbcStaticMeshSettings()
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conversion_settings = unreal.AbcConversionSettings(
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preset=unreal.AbcConversionPreset.CUSTOM,
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flip_u=False, flip_v=False,
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@ -37,72 +45,38 @@ class SkeletalMeshAlembicLoader(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.SKELETAL)
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options.static_mesh_settings = sm_settings
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options.conversion_settings = conversion_settings
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if not default_conversion:
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conversion_settings = unreal.AbcConversionSettings(
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preset=unreal.AbcConversionPreset.CUSTOM,
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flip_u=False, flip_v=False,
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rotation=[0.0, 0.0, 0.0],
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scale=[1.0, 1.0, 1.0])
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options.conversion_settings = conversion_settings
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task.options = options
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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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default_conversion=False
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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, default_conversion)
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Args:
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context (dict): application context
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name (str): subset name
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namespace (str): in Unreal this is basically path to container.
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This is not passed here, so namespace is set
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by `containerise()` because only then we know
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real path.
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data (dict): Those would be data to be imprinted. This is not used
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now, data are imprinted by `containerise()`.
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unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])
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Returns:
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list(str): list of container content
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"""
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# Create directory for asset and 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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else:
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asset_name = "{}".format(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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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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f"{root}/{asset}/{name_version}", suffix="")
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container_name += suffix
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if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir):
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unreal.EditorAssetLibrary.make_directory(asset_dir)
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path = self.filepath_from_context(context)
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task = self.get_task(path, asset_dir, asset_name, False)
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unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) # noqa: E501
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# Create Asset Container
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unreal_pipeline.create_container(
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container=container_name, path=asset_dir)
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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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):
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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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@ -111,12 +85,57 @@ class SkeletalMeshAlembicLoader(plugin.Loader):
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"container_name": container_name,
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"asset_name": asset_name,
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"loader": str(self.__class__.__name__),
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"representation": context["representation"]["_id"],
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"parent": context["representation"]["parent"],
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"family": context["representation"]["context"]["family"]
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"representation": representation["_id"],
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"parent": representation["parent"],
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"family": representation["context"]["family"]
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}
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unreal_pipeline.imprint(
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f"{asset_dir}/{container_name}", data)
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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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Args:
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context (dict): application context
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name (str): subset name
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namespace (str): in Unreal this is basically path to container.
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This is not passed here, so namespace is set
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by `containerise()` because only then we know
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real path.
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data (dict): Those would be data to be imprinted.
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Returns:
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list(str): list of container content
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"""
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# Create directory for asset and ayon container
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asset = context.get('asset').get('name')
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suffix = "_CON"
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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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name_version = f"{name}_v{version.get('name'):03d}"
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default_conversion = False
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if options.get("default_conversion"):
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default_conversion = options.get("default_conversion")
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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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f"{self.root}/{asset}/{name_version}", suffix="")
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container_name += suffix
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if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir):
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path = self.filepath_from_context(context)
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self.import_and_containerize(path, asset_dir, asset_name,
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container_name, default_conversion)
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self.imprint(
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asset, asset_dir, container_name, asset_name,
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context["representation"])
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asset_content = unreal.EditorAssetLibrary.list_assets(
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asset_dir, recursive=True, include_folder=True
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@ -128,31 +147,52 @@ class SkeletalMeshAlembicLoader(plugin.Loader):
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return asset_content
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def update(self, container, representation):
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name = container["asset_name"]
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source_path = get_representation_path(representation)
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destination_path = container["namespace"]
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context = representation.get("context", {})
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task = self.get_task(source_path, destination_path, name, True)
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if not context:
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raise RuntimeError("No context found in representation")
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# do import fbx and replace existing data
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unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])
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container_path = "{}/{}".format(container["namespace"],
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container["objectName"])
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# update metadata
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unreal_pipeline.imprint(
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container_path,
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{
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"representation": str(representation["_id"]),
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"parent": str(representation["parent"])
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})
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# Create directory for asset and Ayon container
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asset = context.get('asset')
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name = context.get('subset')
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suffix = "_CON"
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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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name_version = f"{name}_v{version:03d}" if version else f"{name}_hero"
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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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f"{self.root}/{asset}/{name_version}", suffix="")
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container_name += suffix
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if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir):
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path = get_representation_path(representation)
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self.import_and_containerize(path, asset_dir, asset_name,
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container_name)
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self.imprint(
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asset, asset_dir, container_name, asset_name, representation)
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asset_content = unreal.EditorAssetLibrary.list_assets(
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destination_path, recursive=True, include_folder=True
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asset_dir, recursive=True, include_folder=False
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)
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for a in asset_content:
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unreal.EditorAssetLibrary.save_asset(a)
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old_assets = unreal.EditorAssetLibrary.list_assets(
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container["namespace"], recursive=True, include_folder=False
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)
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replace_static_mesh_actors(old_assets, asset_content)
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replace_skeletal_mesh_actors(old_assets, asset_content)
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unreal.EditorLevelLibrary.save_current_level()
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delete_previous_asset_if_unused(container, old_assets)
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def remove(self, container):
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path = container["namespace"]
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parent_path = os.path.dirname(path)
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@ -7,7 +7,13 @@ 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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create_container,
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imprint,
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replace_static_mesh_actors,
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replace_skeletal_mesh_actors,
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delete_previous_asset_if_unused,
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)
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import unreal # noqa
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@ -20,14 +26,79 @@ class SkeletalMeshFBXLoader(plugin.Loader):
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icon = "cube"
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color = "orange"
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root = "/Game/Ayon/Assets"
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@staticmethod
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def get_task(filename, asset_dir, asset_name, replace):
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task = unreal.AssetImportTask()
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options = unreal.FbxImportUI()
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task.set_editor_property('filename', filename)
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task.set_editor_property('destination_path', asset_dir)
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task.set_editor_property('destination_name', asset_name)
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task.set_editor_property('replace_existing', replace)
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task.set_editor_property('automated', True)
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task.set_editor_property('save', True)
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options.set_editor_property(
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'automated_import_should_detect_type', False)
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options.set_editor_property('import_as_skeletal', True)
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options.set_editor_property('import_animations', False)
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options.set_editor_property('import_mesh', True)
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options.set_editor_property('import_materials', False)
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options.set_editor_property('import_textures', False)
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options.set_editor_property('skeleton', None)
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options.set_editor_property('create_physics_asset', False)
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options.set_editor_property(
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'mesh_type_to_import',
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unreal.FBXImportType.FBXIT_SKELETAL_MESH)
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options.skeletal_mesh_import_data.set_editor_property(
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'import_content_type',
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unreal.FBXImportContentType.FBXICT_ALL)
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options.skeletal_mesh_import_data.set_editor_property(
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'normal_import_method',
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unreal.FBXNormalImportMethod.FBXNIM_IMPORT_NORMALS)
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task.options = options
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return task
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def import_and_containerize(
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self, filepath, asset_dir, asset_name, container_name
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):
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unreal.EditorAssetLibrary.make_directory(asset_dir)
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task = self.get_task(
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filepath, asset_dir, asset_name, False)
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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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):
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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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}
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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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This is a 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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|
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Args:
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context (dict): application context
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name (str): subset name
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@ -35,23 +106,15 @@ class SkeletalMeshFBXLoader(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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options (dict): Those would be data to be imprinted. This is not
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used now, data are imprinted by `containerise()`.
|
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data (dict): Those would be data to be imprinted.
|
||||
|
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Returns:
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list(str): list of container content
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"""
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# Create directory for asset and Ayon container
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root = "/Game/Ayon/Assets"
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if options and options.get("asset_dir"):
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root = options["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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asset_name = "{}_{}".format(asset, name)
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else:
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asset_name = "{}".format(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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@ -61,67 +124,20 @@ class SkeletalMeshFBXLoader(plugin.Loader):
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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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f"{root}/{asset}/{name_version}", suffix="")
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f"{self.root}/{asset}/{name_version}", suffix=""
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)
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container_name += suffix
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if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir):
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unreal.EditorAssetLibrary.make_directory(asset_dir)
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task = unreal.AssetImportTask()
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path = self.filepath_from_context(context)
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task.set_editor_property('filename', path)
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task.set_editor_property('destination_path', asset_dir)
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task.set_editor_property('destination_name', asset_name)
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task.set_editor_property('replace_existing', False)
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task.set_editor_property('automated', True)
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task.set_editor_property('save', False)
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# set import options here
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options = unreal.FbxImportUI()
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options.set_editor_property('import_as_skeletal', True)
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options.set_editor_property('import_animations', False)
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options.set_editor_property('import_mesh', True)
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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
|
||||
|
|
@ -133,63 +149,52 @@ 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:
|
||||
unreal.EditorAssetLibrary.save_asset(a)
|
||||
|
||||
old_assets = unreal.EditorAssetLibrary.list_assets(
|
||||
container["namespace"], recursive=True, include_folder=False
|
||||
)
|
||||
|
||||
replace_static_mesh_actors(old_assets, asset_content)
|
||||
replace_skeletal_mesh_actors(old_assets, asset_content)
|
||||
|
||||
unreal.EditorLevelLibrary.save_current_level()
|
||||
|
||||
delete_previous_asset_if_unused(container, old_assets)
|
||||
|
||||
def remove(self, container):
|
||||
path = container["namespace"]
|
||||
parent_path = os.path.dirname(path)
|
||||
|
|
|
|||
|
|
@ -105,7 +105,6 @@ class StaticMeshAlembicLoader(plugin.Loader):
|
|||
|
||||
Returns:
|
||||
list(str): list of container content
|
||||
|
||||
"""
|
||||
# Create directory for asset and Ayon container
|
||||
asset = context.get('asset').get('name')
|
||||
|
|
|
|||
|
|
@ -98,7 +98,6 @@ class StaticMeshFBXLoader(plugin.Loader):
|
|||
Returns:
|
||||
list(str): list of container content
|
||||
"""
|
||||
|
||||
# Create directory for asset and Ayon container
|
||||
asset = context.get('asset').get('name')
|
||||
suffix = "_CON"
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue