diff --git a/openpype/hosts/maya/plugins/publish/extract_layout.py b/openpype/hosts/maya/plugins/publish/extract_layout.py index 0f499b09b1..a801d99f42 100644 --- a/openpype/hosts/maya/plugins/publish/extract_layout.py +++ b/openpype/hosts/maya/plugins/publish/extract_layout.py @@ -34,14 +34,15 @@ class ExtractLayout(publish.Extractor): for asset in cmds.sets(str(instance), query=True): # Find the container grp_name = asset.split(':')[0] - containers = cmds.ls(f"{grp_name}*_CON") + containers = cmds.ls("{}*_CON".format(grp_name)) assert len(containers) == 1, \ - f"More than one container found for {asset}" + "More than one container found for {}".format(asset) container = containers[0] - representation_id = cmds.getAttr(f"{container}.representation") + representation_id = cmds.getAttr( + "{}.representation".format(container)) representation = get_representation_by_id( project_name, @@ -56,7 +57,8 @@ class ExtractLayout(publish.Extractor): json_element = { "family": family, - "instance_name": cmds.getAttr(f"{container}.name"), + "instance_name": cmds.getAttr( + "{}.namespace".format(container)), "representation": str(representation_id), "version": str(version_id) } diff --git a/openpype/hosts/unreal/plugins/load/load_alembic_staticmesh.py b/openpype/hosts/unreal/plugins/load/load_alembic_staticmesh.py index 50e498dbb0..a5b9cbd1fc 100644 --- a/openpype/hosts/unreal/plugins/load/load_alembic_staticmesh.py +++ b/openpype/hosts/unreal/plugins/load/load_alembic_staticmesh.py @@ -20,15 +20,11 @@ class StaticMeshAlembicLoader(plugin.Loader): icon = "cube" color = "orange" - def get_task(self, filename, asset_dir, asset_name, replace): + @staticmethod + def get_task(filename, asset_dir, asset_name, replace, default_conversion): 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) @@ -44,13 +40,20 @@ class StaticMeshAlembicLoader(plugin.Loader): sm_settings.set_editor_property('merge_meshes', True) + if not default_conversion: + 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]) + options.conversion_settings = conversion_settings + options.static_mesh_settings = sm_settings - options.conversion_settings = conversion_settings task.options = options return task - def load(self, context, name, namespace, data): + def load(self, context, name, namespace, options): """Load and containerise representation into Content Browser. This is two step process. First, import FBX to temporary path and @@ -82,6 +85,10 @@ class StaticMeshAlembicLoader(plugin.Loader): asset_name = "{}".format(name) version = context.get('version').get('name') + default_conversion = False + if options.get("default_conversion"): + default_conversion = options.get("default_conversion") + tools = unreal.AssetToolsHelpers().get_asset_tools() asset_dir, container_name = tools.create_unique_asset_name( f"{root}/{asset}/{name}_v{version:03d}", suffix="") @@ -91,7 +98,8 @@ class StaticMeshAlembicLoader(plugin.Loader): if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir): unreal.EditorAssetLibrary.make_directory(asset_dir) - task = self.get_task(self.fname, asset_dir, asset_name, False) + task = self.get_task( + self.fname, asset_dir, asset_name, False, default_conversion) unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) # noqa: E501 diff --git a/openpype/hosts/unreal/plugins/load/load_layout_existing.py b/openpype/hosts/unreal/plugins/load/load_layout_existing.py new file mode 100644 index 0000000000..3ce99f8ef6 --- /dev/null +++ b/openpype/hosts/unreal/plugins/load/load_layout_existing.py @@ -0,0 +1,418 @@ +import json +from pathlib import Path + +import unreal +from unreal import EditorLevelLibrary + +from bson.objectid import ObjectId + +from openpype import pipeline +from openpype.pipeline import ( + discover_loader_plugins, + loaders_from_representation, + load_container, + get_representation_path, + AVALON_CONTAINER_ID, + legacy_io, +) +from openpype.api import get_current_project_settings +from openpype.hosts.unreal.api import plugin +from openpype.hosts.unreal.api import pipeline as upipeline + + +class ExistingLayoutLoader(plugin.Loader): + """ + Load Layout for an existing scene, and match the existing assets. + """ + + families = ["layout"] + representations = ["json"] + + label = "Load Layout on Existing Scene" + icon = "code-fork" + color = "orange" + ASSET_ROOT = "/Game/OpenPype" + + @staticmethod + def _create_container( + asset_name, asset_dir, asset, representation, parent, family + ): + container_name = f"{asset_name}_CON" + + container = None + if not unreal.EditorAssetLibrary.does_asset_exist( + f"{asset_dir}/{container_name}" + ): + container = upipeline.create_container(container_name, asset_dir) + else: + ar = unreal.AssetRegistryHelpers.get_asset_registry() + obj = ar.get_asset_by_object_path( + f"{asset_dir}/{container_name}.{container_name}") + container = obj.get_asset() + + data = { + "schema": "openpype:container-2.0", + "id": AVALON_CONTAINER_ID, + "asset": asset, + "namespace": asset_dir, + "container_name": container_name, + "asset_name": asset_name, + # "loader": str(self.__class__.__name__), + "representation": representation, + "parent": parent, + "family": family + } + + upipeline.imprint( + "{}/{}".format(asset_dir, container_name), data) + + return container.get_path_name() + + @staticmethod + def _get_current_level(): + ue_version = unreal.SystemLibrary.get_engine_version().split('.') + ue_major = ue_version[0] + + if ue_major == '4': + return EditorLevelLibrary.get_editor_world() + elif ue_major == '5': + return unreal.LevelEditorSubsystem().get_current_level() + + raise NotImplementedError( + f"Unreal version {ue_major} not supported") + + def _get_transform(self, ext, import_data, lasset): + conversion = unreal.Matrix.IDENTITY.transform() + fbx_tuning = unreal.Matrix.IDENTITY.transform() + + basis = unreal.Matrix( + lasset.get('basis')[0], + lasset.get('basis')[1], + lasset.get('basis')[2], + lasset.get('basis')[3] + ).transform() + transform = unreal.Matrix( + lasset.get('transform_matrix')[0], + lasset.get('transform_matrix')[1], + lasset.get('transform_matrix')[2], + lasset.get('transform_matrix')[3] + ).transform() + + # Check for the conversion settings. We cannot access + # the alembic conversion settings, so we assume that + # the maya ones have been applied. + if ext == '.fbx': + loc = import_data.import_translation + rot = import_data.import_rotation.to_vector() + scale = import_data.import_uniform_scale + conversion = unreal.Transform( + location=[loc.x, loc.y, loc.z], + rotation=[rot.x, rot.y, rot.z], + scale=[-scale, scale, scale] + ) + fbx_tuning = unreal.Transform( + rotation=[180.0, 0.0, 90.0], + scale=[1.0, 1.0, 1.0] + ) + elif ext == '.abc': + # This is the standard conversion settings for + # alembic files from Maya. + conversion = unreal.Transform( + location=[0.0, 0.0, 0.0], + rotation=[0.0, 0.0, 0.0], + scale=[1.0, -1.0, 1.0] + ) + + new_transform = (basis.inverse() * transform * basis) + return fbx_tuning * conversion.inverse() * new_transform + + def _spawn_actor(self, obj, lasset): + actor = EditorLevelLibrary.spawn_actor_from_object( + obj, unreal.Vector(0.0, 0.0, 0.0) + ) + + actor.set_actor_label(lasset.get('instance_name')) + smc = actor.get_editor_property('static_mesh_component') + mesh = smc.get_editor_property('static_mesh') + import_data = mesh.get_editor_property('asset_import_data') + filename = import_data.get_first_filename() + path = Path(filename) + + transform = self._get_transform( + path.suffix, import_data, lasset) + + actor.set_actor_transform(transform, False, True) + + @staticmethod + def _get_fbx_loader(loaders, family): + name = "" + if family == 'rig': + name = "SkeletalMeshFBXLoader" + elif family == 'model' or family == 'staticMesh': + name = "StaticMeshFBXLoader" + elif family == 'camera': + name = "CameraLoader" + + if name == "": + return None + + for loader in loaders: + if loader.__name__ == name: + return loader + + return None + + @staticmethod + def _get_abc_loader(loaders, family): + name = "" + if family == 'rig': + name = "SkeletalMeshAlembicLoader" + elif family == 'model': + name = "StaticMeshAlembicLoader" + + if name == "": + return None + + for loader in loaders: + if loader.__name__ == name: + return loader + + return None + + def _load_asset(self, representation, version, instance_name, family): + valid_formats = ['fbx', 'abc'] + + repr_data = legacy_io.find_one({ + "type": "representation", + "parent": ObjectId(version), + "name": {"$in": valid_formats} + }) + repr_format = repr_data.get('name') + + all_loaders = discover_loader_plugins() + loaders = loaders_from_representation( + all_loaders, representation) + + loader = None + + if repr_format == 'fbx': + loader = self._get_fbx_loader(loaders, family) + elif repr_format == 'abc': + loader = self._get_abc_loader(loaders, family) + + if not loader: + self.log.error(f"No valid loader found for {representation}") + return [] + + # This option is necessary to avoid importing the assets with a + # different conversion compared to the other assets. For ABC files, + # it is in fact impossible to access the conversion settings. So, + # we must assume that the Maya conversion settings have been applied. + options = { + "default_conversion": True + } + + assets = load_container( + loader, + representation, + namespace=instance_name, + options=options + ) + + return assets + + def _process(self, lib_path): + data = get_current_project_settings() + delete_unmatched = data["unreal"]["delete_unmatched_assets"] + + ar = unreal.AssetRegistryHelpers.get_asset_registry() + + actors = EditorLevelLibrary.get_all_level_actors() + + with open(lib_path, "r") as fp: + data = json.load(fp) + + layout_data = [] + + # Get all the representations in the JSON from the database. + for element in data: + if element.get('representation'): + layout_data.append(( + pipeline.legacy_io.find_one({ + "_id": ObjectId(element.get('representation')) + }), + element + )) + + containers = [] + actors_matched = [] + + for (repr_data, lasset) in layout_data: + if not repr_data: + raise AssertionError("Representation not found") + if not (repr_data.get('data') or + repr_data.get('data').get('path')): + raise AssertionError("Representation does not have path") + if not repr_data.get('context'): + raise AssertionError("Representation does not have context") + + # For every actor in the scene, check if it has a representation in + # those we got from the JSON. If so, create a container for it. + # Otherwise, remove it from the scene. + found = False + + for actor in actors: + if not actor.get_class().get_name() == 'StaticMeshActor': + continue + if actor in actors_matched: + continue + + # Get the original path of the file from which the asset has + # been imported. + smc = actor.get_editor_property('static_mesh_component') + mesh = smc.get_editor_property('static_mesh') + import_data = mesh.get_editor_property('asset_import_data') + filename = import_data.get_first_filename() + path = Path(filename) + + if (not path.name or + path.name not in repr_data.get('data').get('path')): + continue + + actor.set_actor_label(lasset.get('instance_name')) + + mesh_path = Path(mesh.get_path_name()).parent.as_posix() + + # Create the container for the asset. + asset = repr_data.get('context').get('asset') + subset = repr_data.get('context').get('subset') + container = self._create_container( + f"{asset}_{subset}", mesh_path, asset, + repr_data.get('_id'), repr_data.get('parent'), + repr_data.get('context').get('family') + ) + containers.append(container) + + # Set the transform for the actor. + transform = self._get_transform( + path.suffix, import_data, lasset) + actor.set_actor_transform(transform, False, True) + + actors_matched.append(actor) + found = True + break + + # If an actor has not been found for this representation, + # we check if it has been loaded already by checking all the + # loaded containers. If so, we add it to the scene. Otherwise, + # we load it. + if found: + continue + + all_containers = upipeline.ls() + + loaded = False + + for container in all_containers: + repr = container.get('representation') + + if not repr == str(repr_data.get('_id')): + continue + + asset_dir = container.get('namespace') + + filter = unreal.ARFilter( + class_names=["StaticMesh"], + package_paths=[asset_dir], + recursive_paths=False) + assets = ar.get_assets(filter) + + for asset in assets: + obj = asset.get_asset() + self._spawn_actor(obj, lasset) + + loaded = True + break + + # If the asset has not been loaded yet, we load it. + if loaded: + continue + + assets = self._load_asset( + lasset.get('representation'), + lasset.get('version'), + lasset.get('instance_name'), + lasset.get('family') + ) + + for asset in assets: + obj = ar.get_asset_by_object_path(asset).get_asset() + if not obj.get_class().get_name() == 'StaticMesh': + continue + self._spawn_actor(obj, lasset) + + break + + # Check if an actor was not matched to a representation. + # If so, remove it from the scene. + for actor in actors: + if not actor.get_class().get_name() == 'StaticMeshActor': + continue + if actor not in actors_matched: + self.log.warning(f"Actor {actor.get_name()} not matched.") + if delete_unmatched: + EditorLevelLibrary.destroy_actor(actor) + + return containers + + def load(self, context, name, namespace, options): + print("Loading Layout and Match Assets") + + asset = context.get('asset').get('name') + asset_name = f"{asset}_{name}" if asset else name + container_name = f"{asset}_{name}_CON" + + curr_level = self._get_current_level() + + if not curr_level: + raise AssertionError("Current level not saved") + + containers = self._process(self.fname) + + curr_level_path = Path( + curr_level.get_outer().get_path_name()).parent.as_posix() + + if not unreal.EditorAssetLibrary.does_asset_exist( + f"{curr_level_path}/{container_name}" + ): + upipeline.create_container( + container=container_name, path=curr_level_path) + + data = { + "schema": "openpype:container-2.0", + "id": AVALON_CONTAINER_ID, + "asset": asset, + "namespace": curr_level_path, + "container_name": container_name, + "asset_name": asset_name, + "loader": str(self.__class__.__name__), + "representation": context["representation"]["_id"], + "parent": context["representation"]["parent"], + "family": context["representation"]["context"]["family"], + "loaded_assets": containers + } + upipeline.imprint(f"{curr_level_path}/{container_name}", data) + + def update(self, container, representation): + asset_dir = container.get('namespace') + + source_path = get_representation_path(representation) + containers = self._process(source_path) + + data = { + "representation": str(representation["_id"]), + "parent": str(representation["parent"]), + "loaded_assets": containers + } + upipeline.imprint( + "{}/{}".format(asset_dir, container.get('container_name')), data) diff --git a/openpype/pipeline/workfile/path_resolving.py b/openpype/pipeline/workfile/path_resolving.py index 1243e84148..801cb7223c 100644 --- a/openpype/pipeline/workfile/path_resolving.py +++ b/openpype/pipeline/workfile/path_resolving.py @@ -265,6 +265,10 @@ def get_last_workfile_with_version( if not match: continue + if not match.groups(): + output_filenames.append(filename) + continue + file_version = int(match.group(1)) if version is None or file_version > version: output_filenames[:] = [] diff --git a/openpype/settings/defaults/project_settings/unreal.json b/openpype/settings/defaults/project_settings/unreal.json index c5f5cdf719..391e2415a5 100644 --- a/openpype/settings/defaults/project_settings/unreal.json +++ b/openpype/settings/defaults/project_settings/unreal.json @@ -1,5 +1,6 @@ { "level_sequences_for_layouts": false, + "delete_unmatched_assets": false, "project_setup": { "dev_mode": true } diff --git a/openpype/settings/entities/schemas/projects_schema/schema_project_unreal.json b/openpype/settings/entities/schemas/projects_schema/schema_project_unreal.json index d26b5c1ccf..09e5791ac4 100644 --- a/openpype/settings/entities/schemas/projects_schema/schema_project_unreal.json +++ b/openpype/settings/entities/schemas/projects_schema/schema_project_unreal.json @@ -10,6 +10,11 @@ "key": "level_sequences_for_layouts", "label": "Generate level sequences when loading layouts" }, + { + "type": "boolean", + "key": "delete_unmatched_assets", + "label": "Delete assets that are not matched" + }, { "type": "dict", "collapsible": true,