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https://github.com/ynput/ayon-core.git
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Implemented camera publishing in Unreal and loading in Blender
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parent
eae7079b08
commit
8c27675b43
5 changed files with 333 additions and 4 deletions
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@ -23,7 +23,7 @@ class BlendCameraLoader(openpype.hosts.blender.api.plugin.AssetLoader):
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families = ["camera"]
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representations = ["blend"]
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label = "Link Camera"
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label = "Link Camera (Blend)"
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icon = "code-fork"
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color = "orange"
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218
openpype/hosts/blender/plugins/load/load_camera_fbx.py
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218
openpype/hosts/blender/plugins/load/load_camera_fbx.py
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@ -0,0 +1,218 @@
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"""Load an asset in Blender from an Alembic file."""
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from pathlib import Path
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from pprint import pformat
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from typing import Dict, List, Optional
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import bpy
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from avalon import api
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from avalon.blender import lib
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from avalon.blender.pipeline import AVALON_CONTAINERS
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from avalon.blender.pipeline import AVALON_CONTAINER_ID
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from avalon.blender.pipeline import AVALON_PROPERTY
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from openpype.hosts.blender.api import plugin
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class FbxCameraLoader(plugin.AssetLoader):
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"""Load a camera from FBX.
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Stores the imported asset in an empty named after the asset.
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"""
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families = ["camera"]
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representations = ["fbx"]
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label = "Load Camera (FBX)"
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icon = "code-fork"
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color = "orange"
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def _remove(self, asset_group):
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objects = list(asset_group.children)
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for obj in objects:
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if obj.type == 'CAMERA':
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bpy.data.cameras.remove(obj.data)
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elif obj.type == 'EMPTY':
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objects.extend(obj.children)
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bpy.data.objects.remove(obj)
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def _process(self, libpath, asset_group, group_name):
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bpy.ops.object.select_all(action='DESELECT')
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collection = bpy.context.view_layer.active_layer_collection.collection
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bpy.ops.import_scene.fbx(filepath=libpath)
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parent = bpy.context.scene.collection
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objects = lib.get_selection()
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for obj in objects:
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obj.parent = asset_group
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for obj in objects:
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parent.objects.link(obj)
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collection.objects.unlink(obj)
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for obj in objects:
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name = obj.name
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obj.name = f"{group_name}:{name}"
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if obj.type != 'EMPTY':
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name_data = obj.data.name
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obj.data.name = f"{group_name}:{name_data}"
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if not obj.get(AVALON_PROPERTY):
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obj[AVALON_PROPERTY] = dict()
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avalon_info = obj[AVALON_PROPERTY]
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avalon_info.update({"container_name": group_name})
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bpy.ops.object.select_all(action='DESELECT')
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return objects
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def process_asset(
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self, context: dict, name: str, namespace: Optional[str] = None,
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options: Optional[Dict] = None
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) -> Optional[List]:
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"""
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Arguments:
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name: Use pre-defined name
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namespace: Use pre-defined namespace
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context: Full parenthood of representation to load
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options: Additional settings dictionary
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"""
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libpath = self.fname
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asset = context["asset"]["name"]
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subset = context["subset"]["name"]
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asset_name = plugin.asset_name(asset, subset)
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unique_number = plugin.get_unique_number(asset, subset)
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group_name = plugin.asset_name(asset, subset, unique_number)
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namespace = namespace or f"{asset}_{unique_number}"
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avalon_container = bpy.data.collections.get(AVALON_CONTAINERS)
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if not avalon_container:
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avalon_container = bpy.data.collections.new(name=AVALON_CONTAINERS)
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bpy.context.scene.collection.children.link(avalon_container)
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asset_group = bpy.data.objects.new(group_name, object_data=None)
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avalon_container.objects.link(asset_group)
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objects = self._process(libpath, asset_group, group_name)
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objects = []
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nodes = list(asset_group.children)
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for obj in nodes:
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objects.append(obj)
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nodes.extend(list(obj.children))
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bpy.context.scene.collection.objects.link(asset_group)
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asset_group[AVALON_PROPERTY] = {
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"schema": "openpype:container-2.0",
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"id": AVALON_CONTAINER_ID,
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"name": name,
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"namespace": namespace or '',
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"loader": str(self.__class__.__name__),
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"representation": str(context["representation"]["_id"]),
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"libpath": libpath,
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"asset_name": asset_name,
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"parent": str(context["representation"]["parent"]),
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"family": context["representation"]["context"]["family"],
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"objectName": group_name
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}
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self[:] = objects
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return objects
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def exec_update(self, container: Dict, representation: Dict):
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"""Update the loaded asset.
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This will remove all objects of the current collection, load the new
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ones and add them to the collection.
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If the objects of the collection are used in another collection they
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will not be removed, only unlinked. Normally this should not be the
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case though.
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Warning:
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No nested collections are supported at the moment!
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"""
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object_name = container["objectName"]
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asset_group = bpy.data.objects.get(object_name)
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libpath = Path(api.get_representation_path(representation))
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extension = libpath.suffix.lower()
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self.log.info(
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"Container: %s\nRepresentation: %s",
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pformat(container, indent=2),
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pformat(representation, indent=2),
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)
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assert asset_group, (
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f"The asset is not loaded: {container['objectName']}"
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)
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assert libpath, (
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"No existing library file found for {container['objectName']}"
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)
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assert libpath.is_file(), (
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f"The file doesn't exist: {libpath}"
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)
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assert extension in plugin.VALID_EXTENSIONS, (
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f"Unsupported file: {libpath}"
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)
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metadata = asset_group.get(AVALON_PROPERTY)
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group_libpath = metadata["libpath"]
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normalized_group_libpath = (
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str(Path(bpy.path.abspath(group_libpath)).resolve())
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)
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normalized_libpath = (
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str(Path(bpy.path.abspath(str(libpath))).resolve())
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)
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self.log.debug(
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"normalized_group_libpath:\n %s\nnormalized_libpath:\n %s",
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normalized_group_libpath,
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normalized_libpath,
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)
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if normalized_group_libpath == normalized_libpath:
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self.log.info("Library already loaded, not updating...")
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return
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mat = asset_group.matrix_basis.copy()
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self._remove(asset_group)
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self._process(str(libpath), asset_group, object_name, action)
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asset_group.matrix_basis = mat
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metadata["libpath"] = str(libpath)
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metadata["representation"] = str(representation["_id"])
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def exec_remove(self, container: Dict) -> bool:
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"""Remove an existing container from a Blender scene.
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Arguments:
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container (openpype:container-1.0): Container to remove,
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from `host.ls()`.
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Returns:
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bool: Whether the container was deleted.
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Warning:
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No nested collections are supported at the moment!
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"""
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object_name = container["objectName"]
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asset_group = bpy.data.objects.get(object_name)
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if not asset_group:
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return False
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self._remove(asset_group)
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bpy.data.objects.remove(asset_group)
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return True
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@ -6,10 +6,10 @@ from openpype.hosts.blender.api import plugin
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import bpy
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class ExtractFBX(api.Extractor):
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"""Extract as FBX."""
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class ExtractCamera(api.Extractor):
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"""Extract as the camera as FBX."""
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label = "Extract FBX"
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label = "Extract Camera"
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hosts = ["blender"]
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families = ["camera"]
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optional = True
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56
openpype/hosts/unreal/plugins/create/create_camera.py
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56
openpype/hosts/unreal/plugins/create/create_camera.py
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@ -0,0 +1,56 @@
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import unreal
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from unreal import EditorAssetLibrary as eal
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from unreal import EditorLevelLibrary as ell
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from openpype.hosts.unreal.api.plugin import Creator
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from avalon.unreal import (
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instantiate,
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)
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class CreateCamera(Creator):
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"""Layout output for character rigs"""
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name = "layoutMain"
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label = "Camera"
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family = "camera"
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icon = "cubes"
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root = "/Game/Avalon/Instances"
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suffix = "_INS"
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def __init__(self, *args, **kwargs):
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super(CreateCamera, self).__init__(*args, **kwargs)
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def process(self):
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data = self.data
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name = data["subset"]
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# selection = []
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# # if (self.options or {}).get("useSelection"):
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# # sel_objects = unreal.EditorUtilityLibrary.get_selected_assets()
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# # selection = [a.get_path_name() for a in sel_objects]
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# data["level"] = ell.get_editor_world().get_path_name()
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data["level"] = ell.get_editor_world().get_path_name()
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# if (self.options or {}).get("useSelection"):
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# # Set as members the selected actors
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# for actor in ell.get_selected_level_actors():
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# data["members"].append("{}.{}".format(
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# actor.get_outer().get_name(), actor.get_name()))
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if not eal.does_directory_exist(self.root):
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eal.make_directory(self.root)
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factory = unreal.LevelSequenceFactoryNew()
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tools = unreal.AssetToolsHelpers().get_asset_tools()
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asset = tools.create_asset(name, f"{self.root}/{name}", None, factory)
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asset_name = f"{self.root}/{name}/{name}.{name}"
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data["members"] = [asset_name]
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instantiate(f"{self.root}", name, data, None, self.suffix)
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55
openpype/hosts/unreal/plugins/publish/extract_camera.py
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55
openpype/hosts/unreal/plugins/publish/extract_camera.py
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@ -0,0 +1,55 @@
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import os
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import unreal
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from unreal import EditorAssetLibrary as eal
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from unreal import EditorLevelLibrary as ell
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import openpype.api
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from avalon import io
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class ExtractCamera(openpype.api.Extractor):
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"""Extract a camera."""
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label = "Extract Camera"
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hosts = ["unreal"]
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families = ["camera"]
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optional = True
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def process(self, instance):
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# Define extract output file path
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stagingdir = self.staging_dir(instance)
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fbx_filename = "{}.fbx".format(instance.name)
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# Perform extraction
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self.log.info("Performing extraction..")
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# Check if the loaded level is the same of the instance
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current_level = ell.get_editor_world().get_path_name()
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assert current_level == instance.data.get("level"), \
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"Wrong level loaded"
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for member in instance[:]:
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data = eal.find_asset_data(member)
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if data.asset_class == "LevelSequence":
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ar = unreal.AssetRegistryHelpers.get_asset_registry()
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sequence = ar.get_asset_by_object_path(member).get_asset()
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unreal.SequencerTools.export_fbx(
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ell.get_editor_world(),
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sequence,
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sequence.get_bindings(),
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unreal.FbxExportOption(),
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os.path.join(stagingdir, fbx_filename)
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)
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break
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if "representations" not in instance.data:
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instance.data["representations"] = []
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fbx_representation = {
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'name': 'fbx',
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'ext': 'fbx',
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'files': fbx_filename,
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"stagingDir": stagingdir,
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}
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instance.data["representations"].append(fbx_representation)
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