diff --git a/openpype/hosts/unreal/api/pipeline.py b/openpype/hosts/unreal/api/pipeline.py index ae38601df2..39638ac40f 100644 --- a/openpype/hosts/unreal/api/pipeline.py +++ b/openpype/hosts/unreal/api/pipeline.py @@ -683,6 +683,42 @@ def replace_static_mesh_actors(old_assets, new_assets): smes.replace_mesh_components_meshes( static_mesh_comps, old_mesh, new_mesh) + +def replace_skeletal_mesh_actors(old_assets, new_assets): + eas = unreal.get_editor_subsystem(unreal.EditorActorSubsystem) + + comps = eas.get_all_level_actors_components() + skeletal_mesh_comps = [ + c for c in comps if isinstance(c, unreal.SkeletalMeshComponent) + ] + + # Get all the static meshes among the old assets in a dictionary with + # the name as key + old_meshes = {} + for a in old_assets: + asset = unreal.EditorAssetLibrary.load_asset(a) + if isinstance(asset, unreal.SkeletalMesh): + old_meshes[asset.get_name()] = asset + + # Get all the static meshes among the new assets in a dictionary with + # the name as key + new_meshes = {} + for a in new_assets: + asset = unreal.EditorAssetLibrary.load_asset(a) + if isinstance(asset, unreal.SkeletalMesh): + new_meshes[asset.get_name()] = asset + + for old_name, old_mesh in old_meshes.items(): + new_mesh = new_meshes.get(old_name) + + if not new_mesh: + continue + + for comp in skeletal_mesh_comps: + if comp.get_skeletal_mesh_asset() == old_mesh: + comp.set_skeletal_mesh_asset(new_mesh) + + def delete_previous_asset_if_unused(container, asset_content): ar = unreal.AssetRegistryHelpers.get_asset_registry() diff --git a/openpype/hosts/unreal/plugins/load/load_skeletalmesh_abc.py b/openpype/hosts/unreal/plugins/load/load_skeletalmesh_abc.py index 9285602b64..2e6557bd2d 100644 --- a/openpype/hosts/unreal/plugins/load/load_skeletalmesh_abc.py +++ b/openpype/hosts/unreal/plugins/load/load_skeletalmesh_abc.py @@ -7,7 +7,13 @@ 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 ( + create_container, + imprint, + replace_static_mesh_actors, + replace_skeletal_mesh_actors, + delete_previous_asset_if_unused, +) import unreal # noqa @@ -20,10 +26,12 @@ class SkeletalMeshAlembicLoader(plugin.Loader): icon = "cube" color = "orange" - def get_task(self, filename, asset_dir, asset_name, replace): + root = "/Game/Ayon/Assets" + + @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 +45,38 @@ 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 +85,57 @@ 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 @@ -128,31 +147,52 @@ 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: 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) diff --git a/openpype/hosts/unreal/plugins/load/load_skeletalmesh_fbx.py b/openpype/hosts/unreal/plugins/load/load_skeletalmesh_fbx.py index 9aa0e4d1a8..3c84f36399 100644 --- a/openpype/hosts/unreal/plugins/load/load_skeletalmesh_fbx.py +++ b/openpype/hosts/unreal/plugins/load/load_skeletalmesh_fbx.py @@ -7,7 +7,13 @@ 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 ( + create_container, + imprint, + replace_static_mesh_actors, + replace_skeletal_mesh_actors, + delete_previous_asset_if_unused, +) import unreal # noqa @@ -20,14 +26,79 @@ class SkeletalMeshFBXLoader(plugin.Loader): icon = "cube" color = "orange" + root = "/Game/Ayon/Assets" + + @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 +106,15 @@ 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 +124,20 @@ 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 @@ -133,63 +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) diff --git a/openpype/hosts/unreal/plugins/load/load_staticmesh_abc.py b/openpype/hosts/unreal/plugins/load/load_staticmesh_abc.py index 13c4ec23e9..cc7aed7b93 100644 --- a/openpype/hosts/unreal/plugins/load/load_staticmesh_abc.py +++ b/openpype/hosts/unreal/plugins/load/load_staticmesh_abc.py @@ -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') diff --git a/openpype/hosts/unreal/plugins/load/load_staticmesh_fbx.py b/openpype/hosts/unreal/plugins/load/load_staticmesh_fbx.py index 947e0cc041..0aac69b57b 100644 --- a/openpype/hosts/unreal/plugins/load/load_staticmesh_fbx.py +++ b/openpype/hosts/unreal/plugins/load/load_staticmesh_fbx.py @@ -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"