diff --git a/.gitmodules b/.gitmodules deleted file mode 100644 index e69de29bb2..0000000000 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 index 77fc98bcec..3b6c7a9f1e 100644 --- a/openpype/hosts/unreal/plugins/create/create_render.py +++ b/openpype/hosts/unreal/plugins/create/create_render.py @@ -1,5 +1,6 @@ import unreal +from openpype.pipeline import legacy_io from openpype.hosts.unreal.api import pipeline from openpype.hosts.unreal.api.plugin import Creator 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/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/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/modules/default_modules/ftrack/python2_vendor/arrow b/openpype/modules/default_modules/ftrack/python2_vendor/arrow new file mode 160000 index 0000000000..b746fedf72 --- /dev/null +++ b/openpype/modules/default_modules/ftrack/python2_vendor/arrow @@ -0,0 +1 @@ +Subproject commit b746fedf7286c3755a46f07ab72f4c414cd41fc0 diff --git a/openpype/modules/default_modules/ftrack/python2_vendor/ftrack-python-api b/openpype/modules/default_modules/ftrack/python2_vendor/ftrack-python-api new file mode 160000 index 0000000000..d277f474ab --- /dev/null +++ b/openpype/modules/default_modules/ftrack/python2_vendor/ftrack-python-api @@ -0,0 +1 @@ +Subproject commit d277f474ab016e7b53479c36af87cb861d0cc53e 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/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/repos/avalon-unreal-integration b/repos/avalon-unreal-integration new file mode 160000 index 0000000000..43f6ea9439 --- /dev/null +++ b/repos/avalon-unreal-integration @@ -0,0 +1 @@ +Subproject commit 43f6ea943980b29c02a170942b566ae11f2b7080