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Restored lost changes
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parent
67f684a9d9
commit
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1 changed files with 174 additions and 38 deletions
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@ -1,14 +1,22 @@
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# -*- coding: utf-8 -*-
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from pathlib import Path
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import unreal
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from openpype.pipeline import CreatorError
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from openpype.hosts.unreal.api.pipeline import (
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get_subsequences
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UNREAL_VERSION,
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create_folder,
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get_subsequences,
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)
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from openpype.hosts.unreal.api.plugin import (
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UnrealAssetCreator
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)
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from openpype.lib import UILabelDef
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from openpype.lib import (
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UILabelDef,
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UISeparatorDef,
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BoolDef,
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NumberDef
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)
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class CreateRender(UnrealAssetCreator):
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@ -19,7 +27,90 @@ class CreateRender(UnrealAssetCreator):
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family = "render"
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icon = "eye"
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def create(self, subset_name, instance_data, pre_create_data):
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def create_instance(
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self, instance_data, subset_name, pre_create_data,
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selected_asset_path, master_seq, master_lvl, seq_data
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):
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instance_data["members"] = [selected_asset_path]
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instance_data["sequence"] = selected_asset_path
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instance_data["master_sequence"] = master_seq
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instance_data["master_level"] = master_lvl
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instance_data["output"] = seq_data.get('output')
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instance_data["frameStart"] = seq_data.get('frame_range')[0]
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instance_data["frameEnd"] = seq_data.get('frame_range')[1]
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super(CreateRender, self).create(
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subset_name,
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instance_data,
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pre_create_data)
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def create_with_new_sequence(
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self, subset_name, instance_data, pre_create_data
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):
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# If the option to create a new level sequence is selected,
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# create a new level sequence and a master level.
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root = f"/Game/OpenPype/Sequences"
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# Create a new folder for the sequence in root
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sequence_dir_name = create_folder(root, subset_name)
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sequence_dir = f"{root}/{sequence_dir_name}"
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unreal.log_warning(f"sequence_dir: {sequence_dir}")
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# Create the level sequence
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asset_tools = unreal.AssetToolsHelpers.get_asset_tools()
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seq = asset_tools.create_asset(
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asset_name=subset_name,
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package_path=sequence_dir,
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asset_class=unreal.LevelSequence,
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factory=unreal.LevelSequenceFactoryNew())
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seq.set_playback_start(pre_create_data.get("start_frame"))
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seq.set_playback_end(pre_create_data.get("end_frame"))
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unreal.EditorAssetLibrary.save_asset(seq.get_path_name())
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# Create the master level
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if UNREAL_VERSION.major >= 5:
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curr_level = unreal.LevelEditorSubsystem().get_current_level()
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else:
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world = unreal.EditorLevelLibrary.get_editor_world()
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levels = unreal.EditorLevelUtils.get_levels(world)
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curr_level = levels[0] if len(levels) else None
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if not curr_level:
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raise RuntimeError("No level loaded.")
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curr_level_path = curr_level.get_outer().get_path_name()
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# If the level path does not start with "/Game/", the current
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# level is a temporary, unsaved level.
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if curr_level_path.startswith("/Game/"):
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if UNREAL_VERSION.major >= 5:
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unreal.LevelEditorSubsystem().save_current_level()
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else:
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unreal.EditorLevelLibrary.save_current_level()
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ml_path = f"{sequence_dir}/{subset_name}_MasterLevel"
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if UNREAL_VERSION.major >= 5:
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unreal.LevelEditorSubsystem().new_level(ml_path)
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else:
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unreal.EditorLevelLibrary.new_level(ml_path)
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seq_data = {
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"sequence": seq,
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"output": f"{seq.get_name()}",
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"frame_range": (
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seq.get_playback_start(),
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seq.get_playback_end())}
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self.create_instance(
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instance_data, subset_name, pre_create_data,
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seq.get_path_name(), seq.get_path_name(), ml_path, seq_data)
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def create_from_existing_sequence(
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self, subset_name, instance_data, pre_create_data
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):
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ar = unreal.AssetRegistryHelpers.get_asset_registry()
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sel_objects = unreal.EditorUtilityLibrary.get_selected_assets()
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@ -27,8 +118,8 @@ class CreateRender(UnrealAssetCreator):
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a.get_path_name() for a in sel_objects
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if a.get_class().get_name() == "LevelSequence"]
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if not selection:
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raise CreatorError("Please select at least one Level Sequence.")
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if len(selection) == 0:
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raise RuntimeError("Please select at least one Level Sequence.")
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seq_data = None
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@ -42,28 +133,38 @@ class CreateRender(UnrealAssetCreator):
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f"Skipping {selected_asset.get_name()}. It isn't a Level "
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"Sequence.")
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# The asset name is the third element of the path which
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# contains the map.
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# To take the asset name, we remove from the path the prefix
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# "/Game/OpenPype/" and then we split the path by "/".
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sel_path = selected_asset_path
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asset_name = sel_path.replace("/Game/OpenPype/", "").split("/")[0]
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if pre_create_data.get("use_hierarchy"):
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# The asset name is the the third element of the path which
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# contains the map.
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# To take the asset name, we remove from the path the prefix
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# "/Game/OpenPype/" and then we split the path by "/".
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sel_path = selected_asset_path
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asset_name = sel_path.replace(
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"/Game/OpenPype/", "").split("/")[0]
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search_path = f"/Game/OpenPype/{asset_name}"
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else:
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search_path = Path(selected_asset_path).parent.as_posix()
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# Get the master sequence and the master level.
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# There should be only one sequence and one level in the directory.
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ar_filter = unreal.ARFilter(
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class_names=["LevelSequence"],
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package_paths=[f"/Game/OpenPype/{asset_name}"],
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recursive_paths=False)
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sequences = ar.get_assets(ar_filter)
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master_seq = sequences[0].get_asset().get_path_name()
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master_seq_obj = sequences[0].get_asset()
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ar_filter = unreal.ARFilter(
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class_names=["World"],
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package_paths=[f"/Game/OpenPype/{asset_name}"],
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recursive_paths=False)
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levels = ar.get_assets(ar_filter)
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master_lvl = levels[0].get_asset().get_path_name()
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try:
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ar_filter = unreal.ARFilter(
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class_names=["LevelSequence"],
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package_paths=[search_path],
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recursive_paths=False)
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sequences = ar.get_assets(ar_filter)
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master_seq = sequences[0].get_asset().get_path_name()
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master_seq_obj = sequences[0].get_asset()
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ar_filter = unreal.ARFilter(
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class_names=["World"],
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package_paths=[search_path],
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recursive_paths=False)
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levels = ar.get_assets(ar_filter)
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master_lvl = levels[0].get_asset().get_path_name()
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except IndexError:
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raise RuntimeError(
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f"Could not find the hierarchy for the selected sequence.")
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# If the selected asset is the master sequence, we get its data
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# and then we create the instance for the master sequence.
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@ -79,7 +180,8 @@ class CreateRender(UnrealAssetCreator):
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master_seq_obj.get_playback_start(),
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master_seq_obj.get_playback_end())}
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if selected_asset_path == master_seq:
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if (selected_asset_path == master_seq or
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pre_create_data.get("use_hierarchy")):
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seq_data = master_seq_data
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else:
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seq_data_list = [master_seq_data]
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@ -119,20 +221,54 @@ class CreateRender(UnrealAssetCreator):
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"sub-sequence of the master sequence.")
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continue
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instance_data["members"] = [selected_asset_path]
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instance_data["sequence"] = selected_asset_path
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instance_data["master_sequence"] = master_seq
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instance_data["master_level"] = master_lvl
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instance_data["output"] = seq_data.get('output')
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instance_data["frameStart"] = seq_data.get('frame_range')[0]
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instance_data["frameEnd"] = seq_data.get('frame_range')[1]
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self.create_instance(
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instance_data, subset_name, pre_create_data,
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selected_asset_path, master_seq, master_lvl, seq_data)
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super(CreateRender, self).create(
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subset_name,
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instance_data,
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pre_create_data)
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def create(self, subset_name, instance_data, pre_create_data):
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if pre_create_data.get("create_seq"):
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self.create_with_new_sequence(
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subset_name, instance_data, pre_create_data)
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else:
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self.create_from_existing_sequence(
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subset_name, instance_data, pre_create_data)
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def get_pre_create_attr_defs(self):
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return [
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UILabelDef("Select the sequence to render.")
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UILabelDef(
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"Select a Level Sequence to render or create a new one."
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),
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BoolDef(
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"create_seq",
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label="Create a new Level Sequence",
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default=False
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),
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UILabelDef(
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"WARNING: If you create a new Level Sequence, the current\n"
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"level will be saved and a new Master Level will be created."
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),
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NumberDef(
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"start_frame",
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label="Start Frame",
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default=0,
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minimum=-999999,
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maximum=999999
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),
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NumberDef(
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"end_frame",
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label="Start Frame",
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default=150,
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minimum=-999999,
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maximum=999999
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),
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UISeparatorDef(),
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UILabelDef(
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"The following settings are valid only if you are not\n"
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"creating a new sequence."
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),
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BoolDef(
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"use_hierarchy",
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label="Use Hierarchy",
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default=False
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),
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]
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