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https://github.com/ynput/ayon-core.git
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Fixed import problems
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parent
df07b5161f
commit
8f8a4efab9
2 changed files with 18 additions and 12 deletions
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@ -3,6 +3,11 @@
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import os
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import json
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import unreal
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from unreal import EditorAssetLibrary
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from unreal import MovieSceneSkeletalAnimationTrack
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from unreal import MovieSceneSkeletalAnimationSection
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from avalon import pipeline
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from openpype.pipeline import get_representation_path
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from openpype.hosts.unreal.api import plugin
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@ -82,14 +87,14 @@ class AnimationFBXLoader(plugin.Loader):
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unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])
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asset_content = unreal.EditorAssetLibrary.list_assets(
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asset_content = EditorAssetLibrary.list_assets(
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asset_dir, recursive=True, include_folder=True
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)
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animation = None
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for a in asset_content:
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imported_asset_data = unreal.EditorAssetLibrary.find_asset_data(a)
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imported_asset_data = EditorAssetLibrary.find_asset_data(a)
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imported_asset = unreal.AssetRegistryHelpers.get_asset(
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imported_asset_data)
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if imported_asset.__class__ == unreal.AnimSequence:
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@ -149,7 +154,7 @@ class AnimationFBXLoader(plugin.Loader):
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container_name += suffix
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unreal.EditorAssetLibrary.make_directory(asset_dir)
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EditorAssetLibrary.make_directory(asset_dir)
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libpath = self.fname.replace("fbx", "json")
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@ -160,7 +165,7 @@ class AnimationFBXLoader(plugin.Loader):
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animation = self._process(asset_dir, container_name, instance_name)
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asset_content = unreal.EditorAssetLibrary.list_assets(
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asset_content = EditorAssetLibrary.list_assets(
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hierarchy_dir, recursive=True, include_folder=False)
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# Get the sequence for the layout, excluding the camera one.
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@ -211,11 +216,11 @@ class AnimationFBXLoader(plugin.Loader):
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unreal_pipeline.imprint(
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"{}/{}".format(asset_dir, container_name), data)
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imported_content = unreal.EditorAssetLibrary.list_assets(
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imported_content = EditorAssetLibrary.list_assets(
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asset_dir, recursive=True, include_folder=False)
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for a in imported_content:
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unreal.EditorAssetLibrary.save_asset(a)
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EditorAssetLibrary.save_asset(a)
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def update(self, container, representation):
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name = container["asset_name"]
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@ -261,7 +266,7 @@ class AnimationFBXLoader(plugin.Loader):
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task.options.anim_sequence_import_data.set_editor_property(
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'convert_scene', True)
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skeletal_mesh = unreal.EditorAssetLibrary.load_asset(
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skeletal_mesh = EditorAssetLibrary.load_asset(
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container.get('namespace') + "/" + container.get('asset_name'))
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skeleton = skeletal_mesh.get_editor_property('skeleton')
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task.options.set_editor_property('skeleton', skeleton)
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@ -278,22 +283,22 @@ class AnimationFBXLoader(plugin.Loader):
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"parent": str(representation["parent"])
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})
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asset_content = unreal.EditorAssetLibrary.list_assets(
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asset_content = EditorAssetLibrary.list_assets(
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destination_path, recursive=True, include_folder=True
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)
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for a in asset_content:
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unreal.EditorAssetLibrary.save_asset(a)
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EditorAssetLibrary.save_asset(a)
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def remove(self, container):
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path = container["namespace"]
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parent_path = os.path.dirname(path)
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unreal.EditorAssetLibrary.delete_directory(path)
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EditorAssetLibrary.delete_directory(path)
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asset_content = unreal.EditorAssetLibrary.list_assets(
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asset_content = EditorAssetLibrary.list_assets(
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parent_path, recursive=False, include_folder=True
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)
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if len(asset_content) == 0:
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unreal.EditorAssetLibrary.delete_directory(parent_path)
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EditorAssetLibrary.delete_directory(parent_path)
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@ -12,6 +12,7 @@ from unreal import AssetToolsHelpers
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from unreal import FBXImportType
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from unreal import MathLibrary as umath
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from avalon import io
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from avalon.pipeline import AVALON_CONTAINER_ID
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from openpype.pipeline import (
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discover_loader_plugins,
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