diff --git a/.gitmodules b/.gitmodules deleted file mode 100644 index e69de29bb2..0000000000 diff --git a/openpype/hosts/unreal/api/pipeline.py b/openpype/hosts/unreal/api/pipeline.py index f2c264e5a4..bbca7916d3 100644 --- a/openpype/hosts/unreal/api/pipeline.py +++ b/openpype/hosts/unreal/api/pipeline.py @@ -47,6 +47,7 @@ def install(): print("installing OpenPype for Unreal ...") print("-=" * 40) logger.info("installing OpenPype for Unreal") + pyblish.api.register_host("unreal") pyblish.api.register_plugin_path(str(PUBLISH_PATH)) register_loader_plugin_path(str(LOAD_PATH)) register_creator_plugin_path(str(CREATE_PATH)) @@ -392,3 +393,24 @@ def cast_map_to_str_dict(umap) -> dict: """ return {str(key): str(value) for (key, value) in umap.items()} + + +def get_subsequences(sequence: unreal.LevelSequence): + """Get list of subsequences from sequence. + + Args: + sequence (unreal.LevelSequence): Sequence + + Returns: + list(unreal.LevelSequence): List of subsequences + + """ + tracks = sequence.get_master_tracks() + subscene_track = None + for t in tracks: + if t.get_class() == unreal.MovieSceneSubTrack.static_class(): + subscene_track = t + break + if subscene_track is not None and subscene_track.get_sections(): + return subscene_track.get_sections() + return [] diff --git a/openpype/hosts/unreal/api/rendering.py b/openpype/hosts/unreal/api/rendering.py new file mode 100644 index 0000000000..376e1b75ce --- /dev/null +++ b/openpype/hosts/unreal/api/rendering.py @@ -0,0 +1,125 @@ +import unreal + +from openpype.hosts.unreal.api import pipeline + + +queue = None +executor = None + + +def _queue_finish_callback(exec, success): + unreal.log("Render completed. Success: " + str(success)) + + # Delete our reference so we don't keep it alive. + global executor + global queue + del executor + del queue + + +def _job_finish_callback(job, success): + # You can make any edits you want to the editor world here, and the world + # will be duplicated when the next render happens. Make sure you undo your + # edits in OnQueueFinishedCallback if you don't want to leak state changes + # into the editor world. + unreal.log("Individual job completed.") + + +def start_rendering(): + """ + Start the rendering process. + """ + print("Starting rendering...") + + # Get selected sequences + assets = unreal.EditorUtilityLibrary.get_selected_assets() + + # instances = pipeline.ls_inst() + instances = [ + a for a in assets + if a.get_class().get_name() == "OpenPypePublishInstance"] + + inst_data = [] + + for i in instances: + data = pipeline.parse_container(i.get_path_name()) + if data["family"] == "render": + inst_data.append(data) + + # subsystem = unreal.get_editor_subsystem( + # unreal.MoviePipelineQueueSubsystem) + # queue = subsystem.get_queue() + global queue + queue = unreal.MoviePipelineQueue() + + ar = unreal.AssetRegistryHelpers.get_asset_registry() + + for i in inst_data: + sequence = ar.get_asset_by_object_path(i["sequence"]).get_asset() + + sequences = [{ + "sequence": sequence, + "output": f"{i['output']}", + "frame_range": ( + int(float(i["frameStart"])), + int(float(i["frameEnd"])) + 1) + }] + render_list = [] + + # Get all the sequences to render. If there are subsequences, + # add them and their frame ranges to the render list. We also + # use the names for the output paths. + for s in sequences: + subscenes = pipeline.get_subsequences(s.get('sequence')) + + if subscenes: + for ss in subscenes: + sequences.append({ + "sequence": ss.get_sequence(), + "output": (f"{s.get('output')}/" + f"{ss.get_sequence().get_name()}"), + "frame_range": ( + ss.get_start_frame(), ss.get_end_frame()) + }) + else: + # Avoid rendering camera sequences + if "_camera" not in s.get('sequence').get_name(): + render_list.append(s) + + # Create the rendering jobs and add them to the queue. + for r in render_list: + job = queue.allocate_new_job(unreal.MoviePipelineExecutorJob) + job.sequence = unreal.SoftObjectPath(i["master_sequence"]) + job.map = unreal.SoftObjectPath(i["master_level"]) + job.author = "OpenPype" + + # User data could be used to pass data to the job, that can be + # read in the job's OnJobFinished callback. We could, + # for instance, pass the AvalonPublishInstance's path to the job. + # job.user_data = "" + + settings = job.get_configuration().find_or_add_setting_by_class( + unreal.MoviePipelineOutputSetting) + settings.output_resolution = unreal.IntPoint(1920, 1080) + settings.custom_start_frame = r.get("frame_range")[0] + settings.custom_end_frame = r.get("frame_range")[1] + settings.use_custom_playback_range = True + settings.file_name_format = "{sequence_name}.{frame_number}" + settings.output_directory.path += r.get('output') + + renderPass = job.get_configuration().find_or_add_setting_by_class( + unreal.MoviePipelineDeferredPassBase) + renderPass.disable_multisample_effects = True + + job.get_configuration().find_or_add_setting_by_class( + unreal.MoviePipelineImageSequenceOutput_PNG) + + # If there are jobs in the queue, start the rendering process. + if queue.get_jobs(): + global executor + executor = unreal.MoviePipelinePIEExecutor() + executor.on_executor_finished_delegate.add_callable_unique( + _queue_finish_callback) + executor.on_individual_job_finished_delegate.add_callable_unique( + _job_finish_callback) # Only available on PIE Executor + executor.execute(queue) diff --git a/openpype/hosts/unreal/api/tools_ui.py b/openpype/hosts/unreal/api/tools_ui.py index 93361c3574..2500f8495f 100644 --- a/openpype/hosts/unreal/api/tools_ui.py +++ b/openpype/hosts/unreal/api/tools_ui.py @@ -7,6 +7,7 @@ from openpype import ( ) from openpype.tools.utils import host_tools from openpype.tools.utils.lib import qt_app_context +from openpype.hosts.unreal.api import rendering class ToolsBtnsWidget(QtWidgets.QWidget): @@ -20,6 +21,7 @@ class ToolsBtnsWidget(QtWidgets.QWidget): load_btn = QtWidgets.QPushButton("Load...", self) publish_btn = QtWidgets.QPushButton("Publish...", self) manage_btn = QtWidgets.QPushButton("Manage...", self) + render_btn = QtWidgets.QPushButton("Render...", self) experimental_tools_btn = QtWidgets.QPushButton( "Experimental tools...", self ) @@ -30,6 +32,7 @@ class ToolsBtnsWidget(QtWidgets.QWidget): layout.addWidget(load_btn, 0) layout.addWidget(publish_btn, 0) layout.addWidget(manage_btn, 0) + layout.addWidget(render_btn, 0) layout.addWidget(experimental_tools_btn, 0) layout.addStretch(1) @@ -37,6 +40,7 @@ class ToolsBtnsWidget(QtWidgets.QWidget): load_btn.clicked.connect(self._on_load) publish_btn.clicked.connect(self._on_publish) manage_btn.clicked.connect(self._on_manage) + render_btn.clicked.connect(self._on_render) experimental_tools_btn.clicked.connect(self._on_experimental) def _on_create(self): @@ -51,6 +55,9 @@ class ToolsBtnsWidget(QtWidgets.QWidget): def _on_manage(self): self.tool_required.emit("sceneinventory") + def _on_render(self): + rendering.start_rendering() + def _on_experimental(self): self.tool_required.emit("experimental_tools") diff --git a/openpype/hosts/unreal/lib.py b/openpype/hosts/unreal/lib.py index d4a776e892..805e883c64 100644 --- a/openpype/hosts/unreal/lib.py +++ b/openpype/hosts/unreal/lib.py @@ -254,6 +254,7 @@ def create_unreal_project(project_name: str, {"Name": "PythonScriptPlugin", "Enabled": True}, {"Name": "EditorScriptingUtilities", "Enabled": True}, {"Name": "SequencerScripting", "Enabled": True}, + {"Name": "MovieRenderPipeline", "Enabled": True}, {"Name": "OpenPype", "Enabled": True} ] } diff --git a/openpype/hosts/unreal/plugins/create/create_layout.py b/openpype/hosts/unreal/plugins/create/create_layout.py index 751bece167..5fef08ce2a 100644 --- a/openpype/hosts/unreal/plugins/create/create_layout.py +++ b/openpype/hosts/unreal/plugins/create/create_layout.py @@ -1,5 +1,6 @@ # -*- coding: utf-8 -*- -from unreal import EditorLevelLibrary as ell +from unreal import EditorLevelLibrary + from openpype.hosts.unreal.api import plugin from openpype.hosts.unreal.api.pipeline import instantiate @@ -28,13 +29,13 @@ class CreateLayout(plugin.Creator): # sel_objects = unreal.EditorUtilityLibrary.get_selected_assets() # selection = [a.get_path_name() for a in sel_objects] - data["level"] = ell.get_editor_world().get_path_name() + data["level"] = EditorLevelLibrary.get_editor_world().get_path_name() data["members"] = [] if (self.options or {}).get("useSelection"): # Set as members the selected actors - for actor in ell.get_selected_level_actors(): + for actor in EditorLevelLibrary.get_selected_level_actors(): data["members"].append("{}.{}".format( actor.get_outer().get_name(), actor.get_name())) diff --git a/openpype/hosts/unreal/plugins/create/create_render.py b/openpype/hosts/unreal/plugins/create/create_render.py new file mode 100644 index 0000000000..3b6c7a9f1e --- /dev/null +++ b/openpype/hosts/unreal/plugins/create/create_render.py @@ -0,0 +1,111 @@ +import unreal + +from openpype.pipeline import legacy_io +from openpype.hosts.unreal.api import pipeline +from openpype.hosts.unreal.api.plugin import Creator + + +class CreateRender(Creator): + """Create instance for sequence for rendering""" + + name = "unrealRender" + label = "Unreal - Render" + family = "render" + icon = "cube" + asset_types = ["LevelSequence"] + + root = "/Game/OpenPype/PublishInstances" + suffix = "_INS" + + def process(self): + subset = self.data["subset"] + + ar = unreal.AssetRegistryHelpers.get_asset_registry() + + # Get the master sequence and the master level. + # There should be only one sequence and one level in the directory. + filter = unreal.ARFilter( + class_names=["LevelSequence"], + package_paths=[f"/Game/OpenPype/{self.data['asset']}"], + recursive_paths=False) + sequences = ar.get_assets(filter) + ms = sequences[0].get_editor_property('object_path') + filter = unreal.ARFilter( + class_names=["World"], + package_paths=[f"/Game/OpenPype/{self.data['asset']}"], + recursive_paths=False) + levels = ar.get_assets(filter) + ml = levels[0].get_editor_property('object_path') + + selection = [] + if (self.options or {}).get("useSelection"): + sel_objects = unreal.EditorUtilityLibrary.get_selected_assets() + selection = [ + a.get_path_name() for a in sel_objects + if a.get_class().get_name() in self.asset_types] + else: + selection.append(self.data['sequence']) + + unreal.log(f"selection: {selection}") + + path = f"{self.root}" + unreal.EditorAssetLibrary.make_directory(path) + + ar = unreal.AssetRegistryHelpers.get_asset_registry() + + for a in selection: + ms_obj = ar.get_asset_by_object_path(ms).get_asset() + + seq_data = None + + if a == ms: + seq_data = { + "sequence": ms_obj, + "output": f"{ms_obj.get_name()}", + "frame_range": ( + ms_obj.get_playback_start(), ms_obj.get_playback_end()) + } + else: + seq_data_list = [{ + "sequence": ms_obj, + "output": f"{ms_obj.get_name()}", + "frame_range": ( + ms_obj.get_playback_start(), ms_obj.get_playback_end()) + }] + + for s in seq_data_list: + subscenes = pipeline.get_subsequences(s.get('sequence')) + + for ss in subscenes: + curr_data = { + "sequence": ss.get_sequence(), + "output": (f"{s.get('output')}/" + f"{ss.get_sequence().get_name()}"), + "frame_range": ( + ss.get_start_frame(), ss.get_end_frame() - 1) + } + + if ss.get_sequence().get_path_name() == a: + seq_data = curr_data + break + seq_data_list.append(curr_data) + + if seq_data is not None: + break + + if not seq_data: + continue + + d = self.data.copy() + d["members"] = [a] + d["sequence"] = a + d["master_sequence"] = ms + d["master_level"] = ml + d["output"] = seq_data.get('output') + d["frameStart"] = seq_data.get('frame_range')[0] + d["frameEnd"] = seq_data.get('frame_range')[1] + + container_name = f"{subset}{self.suffix}" + pipeline.create_publish_instance( + instance=container_name, path=path) + pipeline.imprint(f"{path}/{container_name}", d) diff --git a/openpype/hosts/unreal/plugins/load/load_animation.py b/openpype/hosts/unreal/plugins/load/load_animation.py index c9a1633031..c7581e0cdd 100644 --- a/openpype/hosts/unreal/plugins/load/load_animation.py +++ b/openpype/hosts/unreal/plugins/load/load_animation.py @@ -3,13 +3,17 @@ import os import json +import unreal +from unreal import EditorAssetLibrary +from unreal import MovieSceneSkeletalAnimationTrack +from unreal import MovieSceneSkeletalAnimationSection + from openpype.pipeline import ( get_representation_path, AVALON_CONTAINER_ID ) from openpype.hosts.unreal.api import plugin from openpype.hosts.unreal.api import pipeline as unreal_pipeline -import unreal # noqa class AnimationFBXLoader(plugin.Loader): @@ -21,59 +25,13 @@ class AnimationFBXLoader(plugin.Loader): icon = "cube" color = "orange" - def load(self, context, name, namespace, options=None): - """ - Load and containerise representation into Content Browser. - - 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. - - 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()`. - - Returns: - list(str): list of container content - - """ - # Create directory for asset and OpenPype container - root = "/Game/OpenPype/Assets" - asset = context.get('asset').get('name') - suffix = "_CON" - if asset: - asset_name = "{}_{}".format(asset, name) - else: - asset_name = "{}".format(name) - - tools = unreal.AssetToolsHelpers().get_asset_tools() - asset_dir, container_name = tools.create_unique_asset_name( - "{}/{}/{}".format(root, asset, name), suffix="") - - container_name += suffix - - unreal.EditorAssetLibrary.make_directory(asset_dir) - + def _process(self, asset_dir, asset_name, instance_name): automated = False actor = None task = unreal.AssetImportTask() task.options = unreal.FbxImportUI() - lib_path = self.fname.replace("fbx", "json") - - with open(lib_path, "r") as fp: - data = json.load(fp) - - instance_name = data.get("instance_name") - if instance_name: automated = True # Old method to get the actor @@ -131,6 +89,116 @@ class AnimationFBXLoader(plugin.Loader): unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) + asset_content = EditorAssetLibrary.list_assets( + asset_dir, recursive=True, include_folder=True + ) + + animation = None + + for a in asset_content: + imported_asset_data = EditorAssetLibrary.find_asset_data(a) + imported_asset = unreal.AssetRegistryHelpers.get_asset( + imported_asset_data) + if imported_asset.__class__ == unreal.AnimSequence: + animation = imported_asset + break + + if animation: + animation.set_editor_property('enable_root_motion', True) + actor.skeletal_mesh_component.set_editor_property( + 'animation_mode', unreal.AnimationMode.ANIMATION_SINGLE_NODE) + actor.skeletal_mesh_component.animation_data.set_editor_property( + 'anim_to_play', animation) + + return animation + + def load(self, context, name, namespace, options=None): + """ + Load and containerise representation into Content Browser. + + 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. + + 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()`. + + Returns: + list(str): list of container content + """ + + # Create directory for asset and avalon container + hierarchy = context.get('asset').get('data').get('parents') + root = "/Game/OpenPype" + asset = context.get('asset').get('name') + suffix = "_CON" + if asset: + asset_name = "{}_{}".format(asset, name) + else: + asset_name = "{}".format(name) + + tools = unreal.AssetToolsHelpers().get_asset_tools() + asset_dir, container_name = tools.create_unique_asset_name( + f"{root}/Animations/{asset}/{name}", suffix="") + + hierarchy_dir = root + for h in hierarchy: + hierarchy_dir = f"{hierarchy_dir}/{h}" + hierarchy_dir = f"{hierarchy_dir}/{asset}" + + container_name += suffix + + EditorAssetLibrary.make_directory(asset_dir) + + libpath = self.fname.replace("fbx", "json") + + with open(libpath, "r") as fp: + data = json.load(fp) + + instance_name = data.get("instance_name") + + animation = self._process(asset_dir, container_name, instance_name) + + asset_content = EditorAssetLibrary.list_assets( + hierarchy_dir, recursive=True, include_folder=False) + + # Get the sequence for the layout, excluding the camera one. + sequences = [a for a in asset_content + if (EditorAssetLibrary.find_asset_data(a).get_class() == + unreal.LevelSequence.static_class() and + "_camera" not in a.split("/")[-1])] + + ar = unreal.AssetRegistryHelpers.get_asset_registry() + + for s in sequences: + sequence = ar.get_asset_by_object_path(s).get_asset() + possessables = [ + p for p in sequence.get_possessables() + if p.get_display_name() == instance_name] + + for p in possessables: + tracks = [ + t for t in p.get_tracks() + if (t.get_class() == + MovieSceneSkeletalAnimationTrack.static_class())] + + for t in tracks: + sections = [ + s for s in t.get_sections() + if (s.get_class() == + MovieSceneSkeletalAnimationSection.static_class())] + + for s in sections: + s.params.set_editor_property('animation', animation) + # Create Asset Container unreal_pipeline.create_container( container=container_name, path=asset_dir) @@ -150,29 +218,11 @@ class AnimationFBXLoader(plugin.Loader): unreal_pipeline.imprint( "{}/{}".format(asset_dir, container_name), data) - asset_content = unreal.EditorAssetLibrary.list_assets( - asset_dir, recursive=True, include_folder=True - ) + imported_content = EditorAssetLibrary.list_assets( + asset_dir, recursive=True, include_folder=False) - animation = None - - for a in asset_content: - unreal.EditorAssetLibrary.save_asset(a) - imported_asset_data = unreal.EditorAssetLibrary.find_asset_data(a) - imported_asset = unreal.AssetRegistryHelpers.get_asset( - imported_asset_data) - if imported_asset.__class__ == unreal.AnimSequence: - animation = imported_asset - break - - if animation: - animation.set_editor_property('enable_root_motion', True) - actor.skeletal_mesh_component.set_editor_property( - 'animation_mode', unreal.AnimationMode.ANIMATION_SINGLE_NODE) - actor.skeletal_mesh_component.animation_data.set_editor_property( - 'anim_to_play', animation) - - return asset_content + for a in imported_content: + EditorAssetLibrary.save_asset(a) def update(self, container, representation): name = container["asset_name"] @@ -218,7 +268,7 @@ class AnimationFBXLoader(plugin.Loader): task.options.anim_sequence_import_data.set_editor_property( 'convert_scene', True) - skeletal_mesh = unreal.EditorAssetLibrary.load_asset( + skeletal_mesh = EditorAssetLibrary.load_asset( container.get('namespace') + "/" + container.get('asset_name')) skeleton = skeletal_mesh.get_editor_property('skeleton') task.options.set_editor_property('skeleton', skeleton) @@ -235,22 +285,22 @@ class AnimationFBXLoader(plugin.Loader): "parent": str(representation["parent"]) }) - asset_content = unreal.EditorAssetLibrary.list_assets( + asset_content = EditorAssetLibrary.list_assets( destination_path, recursive=True, include_folder=True ) for a in asset_content: - unreal.EditorAssetLibrary.save_asset(a) + EditorAssetLibrary.save_asset(a) def remove(self, container): path = container["namespace"] parent_path = os.path.dirname(path) - unreal.EditorAssetLibrary.delete_directory(path) + EditorAssetLibrary.delete_directory(path) - asset_content = unreal.EditorAssetLibrary.list_assets( + asset_content = EditorAssetLibrary.list_assets( parent_path, recursive=False, include_folder=True ) if len(asset_content) == 0: - unreal.EditorAssetLibrary.delete_directory(parent_path) + EditorAssetLibrary.delete_directory(parent_path) diff --git a/openpype/hosts/unreal/plugins/load/load_camera.py b/openpype/hosts/unreal/plugins/load/load_camera.py index 63c0845ec2..ea896f6c44 100644 --- a/openpype/hosts/unreal/plugins/load/load_camera.py +++ b/openpype/hosts/unreal/plugins/load/load_camera.py @@ -2,13 +2,16 @@ """Load camera from FBX.""" import os +import unreal +from unreal import EditorAssetLibrary +from unreal import EditorLevelLibrary + from openpype.pipeline import ( AVALON_CONTAINER_ID, legacy_io, ) from openpype.hosts.unreal.api import plugin from openpype.hosts.unreal.api import pipeline as unreal_pipeline -import unreal # noqa class CameraLoader(plugin.Loader): @@ -20,6 +23,40 @@ class CameraLoader(plugin.Loader): icon = "cube" color = "orange" + def _get_data(self, asset_name): + asset_doc = legacy_io.find_one({ + "type": "asset", + "name": asset_name + }) + + return asset_doc.get("data") + + def _set_sequence_hierarchy( + self, seq_i, seq_j, min_frame_j, max_frame_j + ): + tracks = seq_i.get_master_tracks() + track = None + for t in tracks: + if t.get_class() == unreal.MovieSceneSubTrack.static_class(): + track = t + break + if not track: + track = seq_i.add_master_track(unreal.MovieSceneSubTrack) + + subscenes = track.get_sections() + subscene = None + for s in subscenes: + if s.get_editor_property('sub_sequence') == seq_j: + subscene = s + break + if not subscene: + subscene = track.add_section() + subscene.set_row_index(len(track.get_sections())) + subscene.set_editor_property('sub_sequence', seq_j) + subscene.set_range( + min_frame_j, + max_frame_j + 1) + def load(self, context, name, namespace, data): """ Load and containerise representation into Content Browser. @@ -43,8 +80,14 @@ class CameraLoader(plugin.Loader): list(str): list of container content """ - # Create directory for asset and OpenPype container - root = "/Game/OpenPype/Assets" + # Create directory for asset and avalon container + hierarchy = context.get('asset').get('data').get('parents') + root = "/Game/OpenPype" + 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: @@ -54,10 +97,10 @@ class CameraLoader(plugin.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}"): - asset_content = unreal.EditorAssetLibrary.list_assets( + if EditorAssetLibrary.does_directory_exist(f"{hierarchy_dir}/{asset}"): + asset_content = EditorAssetLibrary.list_assets( f"{root}/{asset}", recursive=False, include_folder=True ) @@ -76,42 +119,122 @@ class CameraLoader(plugin.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 - unreal.EditorAssetLibrary.make_directory(asset_dir) + current_level = EditorLevelLibrary.get_editor_world().get_full_name() + EditorLevelLibrary.save_all_dirty_levels() - sequence = tools.create_asset( - asset_name=asset_name, + ar = unreal.AssetRegistryHelpers.get_asset_registry() + filter = unreal.ARFilter( + class_names=["World"], + package_paths=[f"{hierarchy_dir}/{asset}/"], + recursive_paths=True) + maps = ar.get_assets(filter) + + # There should be only one map in the list + EditorLevelLibrary.load_level(maps[0].get_full_name()) + + # Get all the sequences in the hierarchy. It will create them, if + # they don't exist. + sequences = [] + frame_ranges = [] + 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' + ] + + if not existing_sequences: + scene = tools.create_asset( + asset_name=hierarchy[i], + package_path=h, + asset_class=unreal.LevelSequence, + factory=unreal.LevelSequenceFactoryNew() + ) + + asset_data = legacy_io.find_one({ + "type": "asset", + "name": h.split('/')[-1] + }) + + id = asset_data.get('_id') + + start_frames = [] + end_frames = [] + + elements = list( + legacy_io.find({"type": "asset", "data.visualParent": id})) + for e in elements: + start_frames.append(e.get('data').get('clipIn')) + end_frames.append(e.get('data').get('clipOut')) + + elements.extend(legacy_io.find({ + "type": "asset", + "data.visualParent": e.get('_id') + })) + + min_frame = min(start_frames) + max_frame = max(end_frames) + + scene.set_display_rate( + unreal.FrameRate(asset_data.get('data').get("fps"), 1.0)) + scene.set_playback_start(min_frame) + scene.set_playback_end(max_frame) + + sequences.append(scene) + frame_ranges.append((min_frame, max_frame)) + else: + for e in existing_sequences: + sequences.append(e.get_asset()) + frame_ranges.append(( + e.get_asset().get_playback_start(), + e.get_asset().get_playback_end())) + + i += 1 + + EditorAssetLibrary.make_directory(asset_dir) + + cam_seq = tools.create_asset( + asset_name=f"{asset}_camera", package_path=asset_dir, asset_class=unreal.LevelSequence, factory=unreal.LevelSequenceFactoryNew() ) - io_asset = legacy_io.Session["AVALON_ASSET"] - asset_doc = legacy_io.find_one({ - "type": "asset", - "name": io_asset - }) + # Add sequences data to hierarchy + for i in range(0, len(sequences) - 1): + self._set_sequence_hierarchy( + sequences[i], sequences[i + 1], + frame_ranges[i + 1][0], frame_ranges[i + 1][1]) - data = asset_doc.get("data") - - 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")) + data = self._get_data(asset) + cam_seq.set_display_rate( + unreal.FrameRate(data.get("fps"), 1.0)) + cam_seq.set_playback_start(0) + cam_seq.set_playback_end(data.get('clipOut') - data.get('clipIn') + 1) + self._set_sequence_hierarchy( + sequences[-1], cam_seq, + data.get('clipIn'), data.get('clipOut')) 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( + EditorLevelLibrary.get_editor_world(), + cam_seq, + cam_seq.get_bindings(), + settings, + self.fname + ) # Create Asset Container unreal_pipeline.create_container( @@ -132,12 +255,15 @@ class CameraLoader(plugin.Loader): unreal_pipeline.imprint( "{}/{}".format(asset_dir, container_name), data) - asset_content = unreal.EditorAssetLibrary.list_assets( + EditorLevelLibrary.save_all_dirty_levels() + EditorLevelLibrary.load_level(current_level) + + asset_content = EditorAssetLibrary.list_assets( asset_dir, recursive=True, include_folder=True ) for a in asset_content: - unreal.EditorAssetLibrary.save_asset(a) + EditorAssetLibrary.save_asset(a) return asset_content @@ -147,25 +273,25 @@ class CameraLoader(plugin.Loader): ar = unreal.AssetRegistryHelpers.get_asset_registry() tools = unreal.AssetToolsHelpers().get_asset_tools() - asset_content = unreal.EditorAssetLibrary.list_assets( + asset_content = EditorAssetLibrary.list_assets( path, recursive=False, include_folder=False ) asset_name = "" for a in asset_content: asset = ar.get_asset_by_object_path(a) if a.endswith("_CON"): - loaded_asset = unreal.EditorAssetLibrary.load_asset(a) - unreal.EditorAssetLibrary.set_metadata_tag( + loaded_asset = EditorAssetLibrary.load_asset(a) + EditorAssetLibrary.set_metadata_tag( loaded_asset, "representation", str(representation["_id"]) ) - unreal.EditorAssetLibrary.set_metadata_tag( + EditorAssetLibrary.set_metadata_tag( loaded_asset, "parent", str(representation["parent"]) ) - asset_name = unreal.EditorAssetLibrary.get_metadata_tag( + asset_name = EditorAssetLibrary.get_metadata_tag( loaded_asset, "asset_name" ) elif asset.asset_class == "LevelSequence": - unreal.EditorAssetLibrary.delete_asset(a) + EditorAssetLibrary.delete_asset(a) sequence = tools.create_asset( asset_name=asset_name, @@ -191,7 +317,7 @@ class CameraLoader(plugin.Loader): settings.set_editor_property('reduce_keys', False) unreal.SequencerTools.import_fbx( - unreal.EditorLevelLibrary.get_editor_world(), + EditorLevelLibrary.get_editor_world(), sequence, sequence.get_bindings(), settings, @@ -202,11 +328,11 @@ class CameraLoader(plugin.Loader): path = container["namespace"] parent_path = os.path.dirname(path) - unreal.EditorAssetLibrary.delete_directory(path) + EditorAssetLibrary.delete_directory(path) - asset_content = unreal.EditorAssetLibrary.list_assets( + asset_content = EditorAssetLibrary.list_assets( parent_path, recursive=False, include_folder=True ) if len(asset_content) == 0: - unreal.EditorAssetLibrary.delete_directory(parent_path) + EditorAssetLibrary.delete_directory(parent_path) diff --git a/openpype/hosts/unreal/plugins/load/load_layout.py b/openpype/hosts/unreal/plugins/load/load_layout.py index 7f6ce7d822..e09255d88c 100644 --- a/openpype/hosts/unreal/plugins/load/load_layout.py +++ b/openpype/hosts/unreal/plugins/load/load_layout.py @@ -7,6 +7,7 @@ from pathlib import Path import unreal from unreal import EditorAssetLibrary from unreal import EditorLevelLibrary +from unreal import EditorLevelUtils from unreal import AssetToolsHelpers from unreal import FBXImportType from unreal import MathLibrary as umath @@ -17,6 +18,7 @@ from openpype.pipeline import ( load_container, get_representation_path, AVALON_CONTAINER_ID, + legacy_io, ) from openpype.hosts.unreal.api import plugin from openpype.hosts.unreal.api import pipeline as unreal_pipeline @@ -31,7 +33,7 @@ class LayoutLoader(plugin.Loader): label = "Load Layout" icon = "code-fork" color = "orange" - ASSET_ROOT = "/Game/OpenPype/Assets" + ASSET_ROOT = "/Game/OpenPype" def _get_asset_containers(self, path): ar = unreal.AssetRegistryHelpers.get_asset_registry() @@ -85,11 +87,91 @@ class LayoutLoader(plugin.Loader): return None - @staticmethod - def _process_family(assets, class_name, transform, inst_name=None): + def _get_data(self, asset_name): + asset_doc = legacy_io.find_one({ + "type": "asset", + "name": asset_name + }) + + return asset_doc.get("data") + + def _set_sequence_hierarchy( + self, seq_i, seq_j, max_frame_i, min_frame_j, max_frame_j, map_paths + ): + # Get existing sequencer tracks or create them if they don't exist + tracks = seq_i.get_master_tracks() + subscene_track = None + visibility_track = None + for t in tracks: + if t.get_class() == unreal.MovieSceneSubTrack.static_class(): + subscene_track = t + if (t.get_class() == + unreal.MovieSceneLevelVisibilityTrack.static_class()): + visibility_track = t + if not subscene_track: + subscene_track = seq_i.add_master_track(unreal.MovieSceneSubTrack) + if not visibility_track: + visibility_track = seq_i.add_master_track( + unreal.MovieSceneLevelVisibilityTrack) + + # Create the sub-scene section + subscenes = subscene_track.get_sections() + subscene = None + for s in subscenes: + if s.get_editor_property('sub_sequence') == seq_j: + subscene = s + break + if not subscene: + subscene = subscene_track.add_section() + subscene.set_row_index(len(subscene_track.get_sections())) + subscene.set_editor_property('sub_sequence', seq_j) + subscene.set_range( + min_frame_j, + max_frame_j + 1) + + # Create the visibility section + ar = unreal.AssetRegistryHelpers.get_asset_registry() + maps = [] + for m in map_paths: + # Unreal requires to load the level to get the map name + EditorLevelLibrary.save_all_dirty_levels() + EditorLevelLibrary.load_level(m) + maps.append(str(ar.get_asset_by_object_path(m).asset_name)) + + vis_section = visibility_track.add_section() + index = len(visibility_track.get_sections()) + + vis_section.set_range( + min_frame_j, + max_frame_j + 1) + vis_section.set_visibility(unreal.LevelVisibility.VISIBLE) + vis_section.set_row_index(index) + vis_section.set_level_names(maps) + + if min_frame_j > 1: + hid_section = visibility_track.add_section() + hid_section.set_range( + 1, + min_frame_j) + hid_section.set_visibility(unreal.LevelVisibility.HIDDEN) + hid_section.set_row_index(index) + hid_section.set_level_names(maps) + if max_frame_j < max_frame_i: + hid_section = visibility_track.add_section() + hid_section.set_range( + max_frame_j + 1, + max_frame_i + 1) + hid_section.set_visibility(unreal.LevelVisibility.HIDDEN) + hid_section.set_row_index(index) + hid_section.set_level_names(maps) + + def _process_family( + self, assets, class_name, 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() @@ -119,14 +201,23 @@ class LayoutLoader(plugin.Loader): ), False) actor.set_actor_scale3d(transform.get('scale')) + if class_name == 'SkeletalMesh': + skm_comp = actor.get_editor_property( + 'skeletal_mesh_component') + skm_comp.set_bounds_scale(10.0) + actors.append(actor) - return actors + binding = sequence.add_possessable(actor) + + bindings.append(binding) + + return actors, bindings - @staticmethod def _import_animation( - asset_dir, path, instance_name, skeleton, actors_dict, - animation_file): + self, asset_dir, path, instance_name, skeleton, actors_dict, + animation_file, bindings_dict, sequence + ): anim_file = Path(animation_file) anim_file_name = anim_file.with_suffix('') @@ -205,7 +296,20 @@ class LayoutLoader(plugin.Loader): actor.skeletal_mesh_component.animation_data.set_editor_property( 'anim_to_play', animation) - def _process(self, lib_path, 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, lib_path, asset_dir, sequence, loaded=None): ar = unreal.AssetRegistryHelpers.get_asset_registry() with open(lib_path, "r") as fp: @@ -220,6 +324,7 @@ class LayoutLoader(plugin.Loader): skeleton_dict = {} actors_dict = {} + bindings_dict = {} for element in data: reference = None @@ -277,12 +382,13 @@ class LayoutLoader(plugin.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 @@ -302,8 +408,8 @@ class LayoutLoader(plugin.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) @staticmethod def _remove_family(assets, components, class_name, prop_name): @@ -369,7 +475,13 @@ class LayoutLoader(plugin.Loader): list(str): list of container content """ # Create directory for asset and avalon container + hierarchy = context.get('asset').get('data').get('parents') root = self.ASSET_ROOT + 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: @@ -379,13 +491,156 @@ class LayoutLoader(plugin.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) + # Create map for the shot, and create hierarchy of map. If the maps + # already exist, we will use them. + maps = [] + for h in hierarchy_list: + a = h.split('/')[-1] + map = f"{h}/{a}_map.{a}_map" + new = False + + if not EditorAssetLibrary.does_asset_exist(map): + EditorLevelLibrary.new_level(f"{h}/{a}_map") + new = True + + maps.append({"map": map, "new": new}) + + EditorLevelLibrary.new_level(f"{asset_dir}/{asset}_map") + maps.append( + {"map": f"{asset_dir}/{asset}_map.{asset}_map", "new": True}) + + for i in range(0, len(maps) - 1): + for j in range(i + 1, len(maps)): + if maps[j].get('new'): + EditorLevelLibrary.load_level(maps[i].get('map')) + EditorLevelUtils.add_level_to_world( + EditorLevelLibrary.get_editor_world(), + maps[j].get('map'), + unreal.LevelStreamingDynamic + ) + EditorLevelLibrary.save_all_dirty_levels() + + EditorLevelLibrary.load_level(maps[-1].get('map')) + + # Get all the sequences in the hierarchy. It will create them, if + # they don't exist. + sequences = [] + frame_ranges = [] + 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' + ] + + if not existing_sequences: + sequence = tools.create_asset( + asset_name=hierarchy[i], + package_path=h, + asset_class=unreal.LevelSequence, + factory=unreal.LevelSequenceFactoryNew() + ) + + asset_data = legacy_io.find_one({ + "type": "asset", + "name": h.split('/')[-1] + }) + + id = asset_data.get('_id') + + start_frames = [] + end_frames = [] + + elements = list( + legacy_io.find({"type": "asset", "data.visualParent": id})) + for e in elements: + start_frames.append(e.get('data').get('clipIn')) + end_frames.append(e.get('data').get('clipOut')) + + elements.extend(legacy_io.find({ + "type": "asset", + "data.visualParent": e.get('_id') + })) + + min_frame = min(start_frames) + max_frame = max(end_frames) + + sequence.set_display_rate( + unreal.FrameRate(asset_data.get('data').get("fps"), 1.0)) + sequence.set_playback_start(min_frame) + sequence.set_playback_end(max_frame) + + sequences.append(sequence) + frame_ranges.append((min_frame, max_frame)) + + tracks = sequence.get_master_tracks() + track = None + for t in tracks: + if (t.get_class() == + unreal.MovieSceneCameraCutTrack.static_class()): + track = t + break + if not track: + track = sequence.add_master_track( + unreal.MovieSceneCameraCutTrack) + else: + for e in existing_sequences: + sequences.append(e.get_asset()) + frame_ranges.append(( + e.get_asset().get_playback_start(), + e.get_asset().get_playback_end())) + + i += 1 + + shot = tools.create_asset( + asset_name=asset, + package_path=asset_dir, + asset_class=unreal.LevelSequence, + factory=unreal.LevelSequenceFactoryNew() + ) + + # sequences and frame_ranges have the same length + for i in range(0, len(sequences) - 1): + maps_to_add = [] + for j in range(i + 1, len(maps)): + maps_to_add.append(maps[j].get('map')) + + self._set_sequence_hierarchy( + sequences[i], sequences[i + 1], + frame_ranges[i][1], + frame_ranges[i + 1][0], frame_ranges[i + 1][1], + maps_to_add) + + data = self._get_data(asset) + shot.set_display_rate( + unreal.FrameRate(data.get("fps"), 1.0)) + shot.set_playback_start(0) + shot.set_playback_end(data.get('clipOut') - data.get('clipIn') + 1) + self._set_sequence_hierarchy( + sequences[-1], shot, + frame_ranges[-1][1], + data.get('clipIn'), data.get('clipOut'), + [maps[-1].get('map')]) + + EditorLevelLibrary.load_level(maps[-1].get('map')) + + self._process(self.fname, asset_dir, shot) + + for s in sequences: + EditorAssetLibrary.save_asset(s.get_full_name()) + + EditorLevelLibrary.save_current_level() # Create Asset Container unreal_pipeline.create_container( @@ -412,6 +667,8 @@ class LayoutLoader(plugin.Loader): for a in asset_content: EditorAssetLibrary.save_asset(a) + EditorLevelLibrary.load_level(maps[0].get('map')) + return asset_content def update(self, container, representation): diff --git a/openpype/hosts/unreal/plugins/publish/collect_instances.py b/openpype/hosts/unreal/plugins/publish/collect_instances.py index 94e732d728..2f604cb322 100644 --- a/openpype/hosts/unreal/plugins/publish/collect_instances.py +++ b/openpype/hosts/unreal/plugins/publish/collect_instances.py @@ -17,7 +17,7 @@ class CollectInstances(pyblish.api.ContextPlugin): """ label = "Collect Instances" - order = pyblish.api.CollectorOrder + order = pyblish.api.CollectorOrder - 0.1 hosts = ["unreal"] def process(self, context): diff --git a/openpype/hosts/unreal/plugins/publish/collect_remove_marked.py b/openpype/hosts/unreal/plugins/publish/collect_remove_marked.py new file mode 100644 index 0000000000..69e69f6630 --- /dev/null +++ b/openpype/hosts/unreal/plugins/publish/collect_remove_marked.py @@ -0,0 +1,24 @@ +import pyblish.api + + +class CollectRemoveMarked(pyblish.api.ContextPlugin): + """Remove marked data + + Remove instances that have 'remove' in their instance.data + + """ + + order = pyblish.api.CollectorOrder + 0.499 + label = 'Remove Marked Instances' + + def process(self, context): + + self.log.debug(context) + # make ftrack publishable + instances_to_remove = [] + for instance in context: + if instance.data.get('remove'): + instances_to_remove.append(instance) + + for instance in instances_to_remove: + context.remove(instance) diff --git a/openpype/hosts/unreal/plugins/publish/collect_render_instances.py b/openpype/hosts/unreal/plugins/publish/collect_render_instances.py new file mode 100644 index 0000000000..9d60b65d08 --- /dev/null +++ b/openpype/hosts/unreal/plugins/publish/collect_render_instances.py @@ -0,0 +1,103 @@ +from pathlib import Path +import unreal + +import pyblish.api +from openpype.hosts.unreal.api import pipeline + + +class CollectRenderInstances(pyblish.api.InstancePlugin): + """ This collector will try to find all the rendered frames. + + """ + order = pyblish.api.CollectorOrder + hosts = ["unreal"] + families = ["render"] + label = "Collect Render Instances" + + def process(self, instance): + self.log.debug("Preparing Rendering Instances") + + context = instance.context + + data = instance.data + data['remove'] = True + + ar = unreal.AssetRegistryHelpers.get_asset_registry() + + sequence = ar.get_asset_by_object_path( + data.get('sequence')).get_asset() + + sequences = [{ + "sequence": sequence, + "output": data.get('output'), + "frame_range": ( + data.get('frameStart'), data.get('frameEnd')) + }] + + for s in sequences: + self.log.debug(f"Processing: {s.get('sequence').get_name()}") + subscenes = pipeline.get_subsequences(s.get('sequence')) + + if subscenes: + for ss in subscenes: + sequences.append({ + "sequence": ss.get_sequence(), + "output": (f"{s.get('output')}/" + f"{ss.get_sequence().get_name()}"), + "frame_range": ( + ss.get_start_frame(), ss.get_end_frame() - 1) + }) + else: + # Avoid creating instances for camera sequences + if "_camera" not in s.get('sequence').get_name(): + seq = s.get('sequence') + seq_name = seq.get_name() + + new_instance = context.create_instance( + f"{data.get('subset')}_" + f"{seq_name}") + new_instance[:] = seq_name + + new_data = new_instance.data + + new_data["asset"] = seq_name + new_data["setMembers"] = seq_name + new_data["family"] = "render" + new_data["families"] = ["render", "review"] + new_data["parent"] = data.get("parent") + new_data["subset"] = f"{data.get('subset')}_{seq_name}" + new_data["level"] = data.get("level") + new_data["output"] = s.get('output') + new_data["fps"] = seq.get_display_rate().numerator + new_data["frameStart"] = s.get('frame_range')[0] + new_data["frameEnd"] = s.get('frame_range')[1] + new_data["sequence"] = seq.get_path_name() + new_data["master_sequence"] = data["master_sequence"] + new_data["master_level"] = data["master_level"] + + self.log.debug(f"new instance data: {new_data}") + + project_dir = unreal.Paths.project_dir() + render_dir = (f"{project_dir}/Saved/MovieRenders/" + f"{s.get('output')}") + render_path = Path(render_dir) + + frames = [] + + for x in render_path.iterdir(): + if x.is_file() and x.suffix == '.png': + frames.append(str(x.name)) + + if "representations" not in new_instance.data: + new_instance.data["representations"] = [] + + repr = { + 'frameStart': s.get('frame_range')[0], + 'frameEnd': s.get('frame_range')[1], + 'name': 'png', + 'ext': 'png', + 'files': frames, + 'stagingDir': render_dir, + 'tags': ['review'] + } + new_instance.data["representations"].append(repr) diff --git a/openpype/hosts/unreal/plugins/publish/extract_render.py b/openpype/hosts/unreal/plugins/publish/extract_render.py new file mode 100644 index 0000000000..37fe7e916f --- /dev/null +++ b/openpype/hosts/unreal/plugins/publish/extract_render.py @@ -0,0 +1,48 @@ +from pathlib import Path + +import unreal + +import openpype.api + + +class ExtractRender(openpype.api.Extractor): + """Extract render.""" + + label = "Extract Render" + hosts = ["unreal"] + families = ["render"] + optional = True + + def process(self, instance): + # Define extract output file path + stagingdir = self.staging_dir(instance) + + # Perform extraction + self.log.info("Performing extraction..") + + # Get the render output directory + project_dir = unreal.Paths.project_dir() + render_dir = (f"{project_dir}/Saved/MovieRenders/" + f"{instance.data['subset']}") + + assert unreal.Paths.directory_exists(render_dir), \ + "Render directory does not exist" + + render_path = Path(render_dir) + + frames = [] + + for x in render_path.iterdir(): + if x.is_file() and x.suffix == '.png': + frames.append(str(x)) + + if "representations" not in instance.data: + instance.data["representations"] = [] + + render_representation = { + 'name': 'png', + 'ext': 'png', + 'files': frames, + "stagingDir": stagingdir, + } + instance.data["representations"].append(render_representation) diff --git a/openpype/hosts/unreal/plugins/publish/validate_sequence_frames.py b/openpype/hosts/unreal/plugins/publish/validate_sequence_frames.py new file mode 100644 index 0000000000..87f1338ee8 --- /dev/null +++ b/openpype/hosts/unreal/plugins/publish/validate_sequence_frames.py @@ -0,0 +1,41 @@ +import clique + +import pyblish.api + + +class ValidateSequenceFrames(pyblish.api.InstancePlugin): + """Ensure the sequence of frames is complete + + The files found in the folder are checked against the frameStart and + frameEnd of the instance. If the first or last file is not + corresponding with the first or last frame it is flagged as invalid. + """ + + order = pyblish.api.ValidatorOrder + label = "Validate Sequence Frames" + families = ["render"] + hosts = ["unreal"] + optional = True + + def process(self, instance): + representations = instance.data.get("representations") + for repr in representations: + patterns = [clique.PATTERNS["frames"]] + collections, remainder = clique.assemble( + repr["files"], minimum_items=1, patterns=patterns) + + assert not remainder, "Must not have remainder" + assert len(collections) == 1, "Must detect single collection" + collection = collections[0] + frames = list(collection.indexes) + + current_range = (frames[0], frames[-1]) + required_range = (instance.data["frameStart"], + instance.data["frameEnd"]) + + if current_range != required_range: + raise ValueError(f"Invalid frame range: {current_range} - " + f"expected: {required_range}") + + missing = collection.holes().indexes + assert not missing, "Missing frames: %s" % (missing,) diff --git a/openpype/lib/avalon_context.py b/openpype/lib/avalon_context.py index 3fcddef745..9d8a92cfe9 100644 --- a/openpype/lib/avalon_context.py +++ b/openpype/lib/avalon_context.py @@ -1532,13 +1532,13 @@ class BuildWorkfile: subsets = list(legacy_io.find({ "type": "subset", - "parent": {"$in": asset_entity_by_ids.keys()} + "parent": {"$in": list(asset_entity_by_ids.keys())} })) subset_entity_by_ids = {subset["_id"]: subset for subset in subsets} sorted_versions = list(legacy_io.find({ "type": "version", - "parent": {"$in": subset_entity_by_ids.keys()} + "parent": {"$in": list(subset_entity_by_ids.keys())} }).sort("name", -1)) subset_id_with_latest_version = [] @@ -1552,7 +1552,7 @@ class BuildWorkfile: repres = legacy_io.find({ "type": "representation", - "parent": {"$in": last_versions_by_id.keys()} + "parent": {"$in": list(last_versions_by_id.keys())} }) output = {} diff --git a/openpype/lib/path_templates.py b/openpype/lib/path_templates.py index 14e5fe59f8..5c40aa4549 100644 --- a/openpype/lib/path_templates.py +++ b/openpype/lib/path_templates.py @@ -365,6 +365,7 @@ class TemplateResult(str): when value of key in data is dictionary but template expect string of number. """ + used_values = None solved = None template = None @@ -383,6 +384,12 @@ class TemplateResult(str): new_obj.invalid_types = invalid_types return new_obj + def __copy__(self, *args, **kwargs): + return self.copy() + + def __deepcopy__(self, *args, **kwargs): + return self.copy() + def validate(self): if not self.solved: raise TemplateUnsolved( @@ -391,6 +398,17 @@ class TemplateResult(str): self.invalid_types ) + def copy(self): + cls = self.__class__ + return cls( + str(self), + self.template, + self.solved, + self.used_values, + self.missing_keys, + self.invalid_types + ) + class TemplatesResultDict(dict): """Holds and wrap TemplateResults for easy bug report.""" diff --git a/openpype/lib/transcoding.py b/openpype/lib/transcoding.py index fcec5d4216..f20bef3854 100644 --- a/openpype/lib/transcoding.py +++ b/openpype/lib/transcoding.py @@ -727,9 +727,9 @@ def get_ffmpeg_format_args(ffprobe_data, source_ffmpeg_cmd=None): def _ffmpeg_mxf_format_args(ffprobe_data, source_ffmpeg_cmd): input_format = ffprobe_data["format"] format_tags = input_format.get("tags") or {} - product_name = format_tags.get("product_name") or "" + operational_pattern_ul = format_tags.get("operational_pattern_ul") or "" output = [] - if "opatom" in product_name.lower(): + if operational_pattern_ul == "060e2b34.04010102.0d010201.10030000": output.extend(["-f", "mxf_opatom"]) return output diff --git a/openpype/modules/ftrack/plugins/publish/integrate_ftrack_api.py b/openpype/modules/ftrack/plugins/publish/integrate_ftrack_api.py index 650c59fae8..64af8cb208 100644 --- a/openpype/modules/ftrack/plugins/publish/integrate_ftrack_api.py +++ b/openpype/modules/ftrack/plugins/publish/integrate_ftrack_api.py @@ -24,48 +24,6 @@ class IntegrateFtrackApi(pyblish.api.InstancePlugin): label = "Integrate Ftrack Api" families = ["ftrack"] - def query(self, entitytype, data): - """ Generate a query expression from data supplied. - - If a value is not a string, we'll add the id of the entity to the - query. - - Args: - entitytype (str): The type of entity to query. - data (dict): The data to identify the entity. - exclusions (list): All keys to exclude from the query. - - Returns: - str: String query to use with "session.query" - """ - queries = [] - if sys.version_info[0] < 3: - for key, value in data.iteritems(): - if not isinstance(value, (basestring, int)): - self.log.info("value: {}".format(value)) - if "id" in value.keys(): - queries.append( - "{0}.id is \"{1}\"".format(key, value["id"]) - ) - else: - queries.append("{0} is \"{1}\"".format(key, value)) - else: - for key, value in data.items(): - if not isinstance(value, (str, int)): - self.log.info("value: {}".format(value)) - if "id" in value.keys(): - queries.append( - "{0}.id is \"{1}\"".format(key, value["id"]) - ) - else: - queries.append("{0} is \"{1}\"".format(key, value)) - - query = ( - "select id from " + entitytype + " where " + " and ".join(queries) - ) - self.log.debug(query) - return query - def process(self, instance): session = instance.context.data["ftrackSession"] context = instance.context @@ -108,7 +66,19 @@ class IntegrateFtrackApi(pyblish.api.InstancePlugin): default_asset_name = parent_entity["name"] # Change status on task - self._set_task_status(instance, task_entity, session) + asset_version_status_ids_by_name = {} + project_entity = instance.context.data.get("ftrackProject") + if project_entity: + project_schema = project_entity["project_schema"] + asset_version_statuses = ( + project_schema.get_statuses("AssetVersion") + ) + asset_version_status_ids_by_name = { + status["name"].lower(): status["id"] + for status in asset_version_statuses + } + + self._set_task_status(instance, project_entity, task_entity, session) # Prepare AssetTypes asset_types_by_short = self._ensure_asset_types_exists( @@ -139,7 +109,11 @@ class IntegrateFtrackApi(pyblish.api.InstancePlugin): # Asset Version asset_version_data = data.get("assetversion_data") or {} asset_version_entity = self._ensure_asset_version_exists( - session, asset_version_data, asset_entity["id"], task_entity + session, + asset_version_data, + asset_entity["id"], + task_entity, + asset_version_status_ids_by_name ) # Component @@ -174,8 +148,7 @@ class IntegrateFtrackApi(pyblish.api.InstancePlugin): if asset_version not in instance.data[asset_versions_key]: instance.data[asset_versions_key].append(asset_version) - def _set_task_status(self, instance, task_entity, session): - project_entity = instance.context.data.get("ftrackProject") + def _set_task_status(self, instance, project_entity, task_entity, session): if not project_entity: self.log.info("Task status won't be set, project is not known.") return @@ -319,12 +292,19 @@ class IntegrateFtrackApi(pyblish.api.InstancePlugin): ).first() def _ensure_asset_version_exists( - self, session, asset_version_data, asset_id, task_entity + self, + session, + asset_version_data, + asset_id, + task_entity, + status_ids_by_name ): task_id = None if task_entity: task_id = task_entity["id"] + status_name = asset_version_data.pop("status_name", None) + # Try query asset version by criteria (asset id and version) version = asset_version_data.get("version") or 0 asset_version_entity = self._query_asset_version( @@ -366,6 +346,18 @@ class IntegrateFtrackApi(pyblish.api.InstancePlugin): session, version, asset_id ) + if status_name: + status_id = status_ids_by_name.get(status_name.lower()) + if not status_id: + self.log.info(( + "Ftrack status with name \"{}\"" + " for AssetVersion was not found." + ).format(status_name)) + + elif asset_version_entity["status_id"] != status_id: + asset_version_entity["status_id"] = status_id + session.commit() + # Set custom attributes if there were any set custom_attrs = asset_version_data.get("custom_attributes") or {} for attr_key, attr_value in custom_attrs.items(): diff --git a/openpype/modules/ftrack/plugins/publish/integrate_ftrack_instances.py b/openpype/modules/ftrack/plugins/publish/integrate_ftrack_instances.py index 5ea0469bce..5eecf34c3d 100644 --- a/openpype/modules/ftrack/plugins/publish/integrate_ftrack_instances.py +++ b/openpype/modules/ftrack/plugins/publish/integrate_ftrack_instances.py @@ -3,6 +3,8 @@ import json import copy import pyblish.api +from openpype.lib.profiles_filtering import filter_profiles + class IntegrateFtrackInstance(pyblish.api.InstancePlugin): """Collect ftrack component data (not integrate yet). @@ -36,6 +38,7 @@ class IntegrateFtrackInstance(pyblish.api.InstancePlugin): "reference": "reference" } keep_first_subset_name_for_review = True + asset_versions_status_profiles = {} def process(self, instance): self.log.debug("instance {}".format(instance)) @@ -80,6 +83,8 @@ class IntegrateFtrackInstance(pyblish.api.InstancePlugin): if instance_fps is None: instance_fps = instance.context.data["fps"] + status_name = self._get_asset_version_status_name(instance) + # Base of component item data # - create a copy of this object when want to use it base_component_item = { @@ -91,7 +96,8 @@ class IntegrateFtrackInstance(pyblish.api.InstancePlugin): }, "assetversion_data": { "version": version_number, - "comment": instance.context.data.get("comment") or "" + "comment": instance.context.data.get("comment") or "", + "status_name": status_name }, "component_overwrite": False, # This can be change optionally @@ -317,3 +323,24 @@ class IntegrateFtrackInstance(pyblish.api.InstancePlugin): ) )) instance.data["ftrackComponentsList"] = component_list + + def _get_asset_version_status_name(self, instance): + if not self.asset_versions_status_profiles: + return None + + # Prepare filtering data for new asset version status + anatomy_data = instance.data["anatomyData"] + task_type = anatomy_data.get("task", {}).get("type") + filtering_criteria = { + "families": instance.data["family"], + "hosts": instance.context.data["hostName"], + "task_types": task_type + } + matching_profile = filter_profiles( + self.asset_versions_status_profiles, + filtering_criteria + ) + if not matching_profile: + return None + + return matching_profile["status"] or None diff --git a/openpype/plugins/publish/collect_scene_loaded_versions.py b/openpype/plugins/publish/collect_scene_loaded_versions.py index f2ade1ac28..bb34e3ce31 100644 --- a/openpype/plugins/publish/collect_scene_loaded_versions.py +++ b/openpype/plugins/publish/collect_scene_loaded_versions.py @@ -41,21 +41,33 @@ class CollectSceneLoadedVersions(pyblish.api.ContextPlugin): loaded_versions = [] _containers = list(host.ls()) _repr_ids = [ObjectId(c["representation"]) for c in _containers] + repre_docs = legacy_io.find( + {"_id": {"$in": _repr_ids}}, + projection={"_id": 1, "parent": 1} + ) version_by_repr = { - str(doc["_id"]): doc["parent"] for doc in - legacy_io.find( - {"_id": {"$in": _repr_ids}}, - projection={"parent": 1} - ) + str(doc["_id"]): doc["parent"] + for doc in repre_docs } + # QUESTION should we add same representation id when loaded multiple + # times? for con in _containers: + repre_id = con["representation"] + version_id = version_by_repr.get(repre_id) + if version_id is None: + self.log.warning(( + "Skipping container," + " did not find representation document. {}" + ).format(str(con))) + continue + # NOTE: # may have more then one representation that are same version version = { "subsetName": con["name"], - "representation": ObjectId(con["representation"]), - "version": version_by_repr[con["representation"]], # _id + "representation": ObjectId(repre_id), + "version": version_id, } loaded_versions.append(version) diff --git a/openpype/plugins/publish/extract_review.py b/openpype/plugins/publish/extract_review.py index f2473839d9..9ee57c5a67 100644 --- a/openpype/plugins/publish/extract_review.py +++ b/openpype/plugins/publish/extract_review.py @@ -51,7 +51,8 @@ class ExtractReview(pyblish.api.InstancePlugin): "resolve", "webpublisher", "aftereffects", - "flame" + "flame", + "unreal" ] # Supported extensions diff --git a/openpype/settings/defaults/project_settings/ftrack.json b/openpype/settings/defaults/project_settings/ftrack.json index a846a596c2..f9d16d6476 100644 --- a/openpype/settings/defaults/project_settings/ftrack.json +++ b/openpype/settings/defaults/project_settings/ftrack.json @@ -418,7 +418,8 @@ "redshiftproxy": "cache", "usd": "usd" }, - "keep_first_subset_name_for_review": true + "keep_first_subset_name_for_review": true, + "asset_versions_status_profiles": [] } } } \ No newline at end of file diff --git a/openpype/settings/entities/schemas/projects_schema/schema_project_ftrack.json b/openpype/settings/entities/schemas/projects_schema/schema_project_ftrack.json index 47effb3dbd..7db490b114 100644 --- a/openpype/settings/entities/schemas/projects_schema/schema_project_ftrack.json +++ b/openpype/settings/entities/schemas/projects_schema/schema_project_ftrack.json @@ -858,6 +858,43 @@ "key": "keep_first_subset_name_for_review", "label": "Make subset name as first asset name", "default": true + }, + { + "type": "list", + "collapsible": true, + "key": "asset_versions_status_profiles", + "label": "AssetVersion status on publish", + "use_label_wrap": true, + "object_type": { + "type": "dict", + "children": [ + { + "key": "hosts", + "label": "Host names", + "type": "hosts-enum", + "multiselection": true + }, + { + "key": "task_types", + "label": "Task types", + "type": "task-types-enum" + }, + { + "key": "family", + "label": "Family", + "type": "list", + "object_type": "text" + }, + { + "type": "separator" + }, + { + "key": "status", + "label": "Status name", + "type": "text" + } + ] + } } ] } diff --git a/poetry.lock b/poetry.lock index 7998ede693..a79c865a9e 100644 --- a/poetry.lock +++ b/poetry.lock @@ -820,7 +820,7 @@ six = "*" [[package]] name = "pillow" -version = "9.0.0" +version = "9.0.1" description = "Python Imaging Library (Fork)" category = "main" optional = false @@ -2310,38 +2310,41 @@ pathlib2 = [ {file = 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