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Camera creates master level if layout is missing
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parent
303eabd0a2
commit
693efa272f
1 changed files with 29 additions and 15 deletions
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@ -5,6 +5,7 @@ from pathlib import Path
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import unreal
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from unreal import EditorAssetLibrary
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from unreal import EditorLevelLibrary
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from unreal import EditorLevelUtils
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from openpype.pipeline import (
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AVALON_CONTAINER_ID,
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@ -84,10 +85,10 @@ class CameraLoader(plugin.Loader):
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hierarchy = context.get('asset').get('data').get('parents')
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root = "/Game/OpenPype"
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hierarchy_dir = root
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hierarchy_list = []
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hierarchy_dir_list = []
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for h in hierarchy:
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hierarchy_dir = f"{hierarchy_dir}/{h}"
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hierarchy_list.append(hierarchy_dir)
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hierarchy_dir_list.append(hierarchy_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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@ -121,27 +122,40 @@ class CameraLoader(plugin.Loader):
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asset_dir, container_name = tools.create_unique_asset_name(
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f"{hierarchy_dir}/{asset}/{name}_{unique_number:02d}", suffix="")
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asset_path = Path(asset_dir)
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asset_path_parent = str(asset_path.parent.as_posix())
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container_name += suffix
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current_level = EditorLevelLibrary.get_editor_world().get_full_name()
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EditorAssetLibrary.make_directory(asset_dir)
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# Create map for the shot, and create hierarchy of map. If the maps
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# already exist, we will use them.
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h_dir = hierarchy_dir_list[0]
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h_asset = hierarchy[0]
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master_level = f"{h_dir}/{h_asset}_map.{h_asset}_map"
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if not EditorAssetLibrary.does_asset_exist(master_level):
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EditorLevelLibrary.new_level(f"{h_dir}/{h_asset}_map")
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level = f"{asset_path_parent}/{asset}_map.{asset}_map"
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if not EditorAssetLibrary.does_asset_exist(level):
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EditorLevelLibrary.new_level(f"{asset_path_parent}/{asset}_map")
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EditorLevelLibrary.load_level(master_level)
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EditorLevelUtils.add_level_to_world(
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EditorLevelLibrary.get_editor_world(),
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level,
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unreal.LevelStreamingDynamic
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)
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EditorLevelLibrary.save_all_dirty_levels()
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ar = unreal.AssetRegistryHelpers.get_asset_registry()
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filter = unreal.ARFilter(
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class_names=["World"],
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package_paths=[f"{hierarchy_dir}/{asset}/"],
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recursive_paths=True)
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maps = ar.get_assets(filter)
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# There should be only one map in the list
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EditorLevelLibrary.load_level(maps[0].get_full_name())
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EditorLevelLibrary.load_level(level)
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# Get all the sequences in the hierarchy. It will create them, if
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# they don't exist.
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sequences = []
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frame_ranges = []
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i = 0
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for h in hierarchy_list:
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for h in hierarchy_dir_list:
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root_content = EditorAssetLibrary.list_assets(
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h, recursive=False, include_folder=False)
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@ -256,7 +270,7 @@ class CameraLoader(plugin.Loader):
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"{}/{}".format(asset_dir, container_name), data)
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EditorLevelLibrary.save_all_dirty_levels()
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EditorLevelLibrary.load_level(current_level)
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EditorLevelLibrary.load_level(master_level)
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asset_content = EditorAssetLibrary.list_assets(
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asset_dir, recursive=True, include_folder=True
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