diff --git a/openpype/hosts/unreal/plugins/load/load_alembic_skeletalmesh.py b/openpype/hosts/unreal/plugins/load/load_alembic_skeletalmesh.py index b2c3889f68..d51a3ae0af 100644 --- a/openpype/hosts/unreal/plugins/load/load_alembic_skeletalmesh.py +++ b/openpype/hosts/unreal/plugins/load/load_alembic_skeletalmesh.py @@ -20,6 +20,34 @@ class SkeletalMeshAlembicLoader(plugin.Loader): icon = "cube" color = "orange" + def get_task(self, filename, asset_dir, asset_name, replace): + task = unreal.AssetImportTask() + options = unreal.AbcImportSettings() + sm_settings = unreal.AbcStaticMeshSettings() + conversion_settings = unreal.AbcConversionSettings( + preset=unreal.AbcConversionPreset.CUSTOM, + flip_u=False, flip_v=False, + rotation=[0.0, 0.0, 0.0], + scale=[1.0, 1.0, 1.0]) + + task.set_editor_property('filename', filename) + task.set_editor_property('destination_path', asset_dir) + task.set_editor_property('destination_name', asset_name) + task.set_editor_property('replace_existing', replace) + task.set_editor_property('automated', True) + task.set_editor_property('save', True) + + # set import options here + # Unreal 4.24 ignores the settings. It works with Unreal 4.26 + options.set_editor_property( + 'import_type', unreal.AlembicImportType.SKELETAL) + + options.static_mesh_settings = sm_settings + options.conversion_settings = conversion_settings + task.options = options + + return task + def load(self, context, name, namespace, data): """Load and containerise representation into Content Browser. @@ -59,22 +87,8 @@ class SkeletalMeshAlembicLoader(plugin.Loader): unreal.EditorAssetLibrary.make_directory(asset_dir) - task = unreal.AssetImportTask() + task = self.get_task(self.fname, asset_dir, asset_name, False) - task.set_editor_property('filename', self.fname) - task.set_editor_property('destination_path', asset_dir) - task.set_editor_property('destination_name', asset_name) - task.set_editor_property('replace_existing', False) - task.set_editor_property('automated', True) - task.set_editor_property('save', True) - - # set import options here - # Unreal 4.24 ignores the settings. It works with Unreal 4.26 - options = unreal.AbcImportSettings() - options.set_editor_property( - 'import_type', unreal.AlembicImportType.SKELETAL) - - task.options = options unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) # noqa: E501 # Create Asset Container @@ -110,23 +124,8 @@ class SkeletalMeshAlembicLoader(plugin.Loader): source_path = get_representation_path(representation) destination_path = container["namespace"] - task = unreal.AssetImportTask() + task = self.get_task(source_path, destination_path, name, True) - task.set_editor_property('filename', source_path) - task.set_editor_property('destination_path', destination_path) - # strip suffix - task.set_editor_property('destination_name', name) - task.set_editor_property('replace_existing', True) - task.set_editor_property('automated', True) - task.set_editor_property('save', True) - - # set import options here - # Unreal 4.24 ignores the settings. It works with Unreal 4.26 - options = unreal.AbcImportSettings() - options.set_editor_property( - 'import_type', unreal.AlembicImportType.SKELETAL) - - task.options = options # do import fbx and replace existing data unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) container_path = "{}/{}".format(container["namespace"],