Pep8 compliance

This commit is contained in:
Simone Barbieri 2020-11-06 14:52:55 +00:00
parent a06bac68ed
commit b59887b585
4 changed files with 14 additions and 19 deletions

View file

@ -15,7 +15,7 @@ class AnimationFBXLoader(api.Loader):
icon = "cube"
color = "orange"
def load(self, context, name, namespace, options = None):
def load(self, context, name, namespace, options=None):
"""
Load and containerise representation into Content Browser.
@ -88,7 +88,7 @@ class AnimationFBXLoader(api.Loader):
task.options.set_editor_property('import_animations', True)
task.options.skeletal_mesh_import_data.set_editor_property(
'import_content_type',
'import_content_type',
unreal.FBXImportContentType.FBXICT_SKINNING_WEIGHTS
)
@ -162,7 +162,7 @@ class AnimationFBXLoader(api.Loader):
task.options.set_editor_property('import_animations', True)
task.options.skeletal_mesh_import_data.set_editor_property(
'import_content_type',
'import_content_type',
unreal.FBXImportContentType.FBXICT_SKINNING_WEIGHTS
)
@ -177,7 +177,7 @@ class AnimationFBXLoader(api.Loader):
container["objectName"])
# update metadata
unreal_pipeline.imprint(
container_path,
container_path,
{
"representation": str(representation["_id"]),
"parent": str(representation["parent"])
@ -202,4 +202,3 @@ class AnimationFBXLoader(api.Loader):
if len(asset_content) == 0:
unreal.EditorAssetLibrary.delete_directory(parent_path)

View file

@ -75,16 +75,16 @@ class SkeletalMeshFBXLoader(api.Loader):
options.set_editor_property('create_physics_asset', False)
options.set_editor_property('mesh_type_to_import',
unreal.FBXImportType.FBXIT_SKELETAL_MESH)
unreal.FBXImportType.FBXIT_SKELETAL_MESH)
options.skeletal_mesh_import_data.set_editor_property(
'import_content_type',
'import_content_type',
unreal.FBXImportContentType.FBXICT_ALL
)
# set to import normals, otherwise Unreal will compute them
# and it will take a long time, depending on the size of the mesh
options.skeletal_mesh_import_data.set_editor_property(
'normal_import_method',
'normal_import_method',
unreal.FBXNormalImportMethod.FBXNIM_IMPORT_NORMALS
)
@ -144,16 +144,16 @@ class SkeletalMeshFBXLoader(api.Loader):
options.set_editor_property('create_physics_asset', False)
options.set_editor_property('mesh_type_to_import',
unreal.FBXImportType.FBXIT_SKELETAL_MESH)
unreal.FBXImportType.FBXIT_SKELETAL_MESH)
options.skeletal_mesh_import_data.set_editor_property(
'import_content_type',
'import_content_type',
unreal.FBXImportContentType.FBXICT_ALL
)
# set to import normals, otherwise Unreal will compute them
# and it will take a long time, depending on the size of the mesh
options.skeletal_mesh_import_data.set_editor_property(
'normal_import_method',
'normal_import_method',
unreal.FBXNormalImportMethod.FBXNIM_IMPORT_NORMALS
)
@ -164,7 +164,7 @@ class SkeletalMeshFBXLoader(api.Loader):
container["objectName"])
# update metadata
unreal_pipeline.imprint(
container_path,
container_path,
{
"representation": str(representation["_id"]),
"parent": str(representation["parent"])

View file

@ -1,5 +1,4 @@
import json
from os import pipe
from avalon import api
import unreal
@ -97,7 +96,7 @@ class AnimationCollectionLoader(api.Loader):
data = json.load(fp)
animation_containers = [
i for i in pipeline.ls() if
i for i in pipeline.ls() if
i.get('asset') == container.get('asset') and
i.get('family') == 'animation']
@ -118,7 +117,7 @@ class AnimationCollectionLoader(api.Loader):
container["objectName"])
# update metadata
pipeline.imprint(
container_path,
container_path,
{
"representation": str(representation["_id"]),
"parent": str(representation["parent"])

View file

@ -78,8 +78,6 @@ class StaticMeshFBXLoader(api.Loader):
lib.create_avalon_container(
container=container_name, path=asset_dir)
namespace = asset_dir
data = {
"schema": "avalon-core:container-2.0",
"id": pipeline.AVALON_CONTAINER_ID,
@ -132,7 +130,7 @@ class StaticMeshFBXLoader(api.Loader):
container["objectName"])
# update metadata
unreal_pipeline.imprint(
container_path,
container_path,
{
"representation": str(representation["_id"]),
"parent": str(representation["parent"])
@ -157,4 +155,3 @@ class StaticMeshFBXLoader(api.Loader):
if len(asset_content) == 0:
unreal.EditorAssetLibrary.delete_directory(parent_path)