diff --git a/openpype/hosts/unreal/plugins/load/load_layout_existing.py b/openpype/hosts/unreal/plugins/load/load_layout_existing.py index 96ee8cfc25..929a9a1399 100644 --- a/openpype/hosts/unreal/plugins/load/load_layout_existing.py +++ b/openpype/hosts/unreal/plugins/load/load_layout_existing.py @@ -89,50 +89,26 @@ class ExistingLayoutLoader(plugin.Loader): 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() + def _transform_from_basis(self, transform, basis): + """Transform a transform from a basis to a new basis.""" + # Get the basis matrix + basis_matrix = unreal.Matrix( + basis[0], + basis[1], + basis[2], + basis[3] + ) + transform_matrix = unreal.Matrix( + transform[0], + transform[1], + transform[2], + transform[3] + ) - 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() + new_transform = ( + basis_matrix.get_inverse() * transform_matrix * basis_matrix) - # 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 + return new_transform.transform() def _spawn_actor(self, obj, lasset): actor = EditorLevelLibrary.spawn_actor_from_object( @@ -140,16 +116,13 @@ class ExistingLayoutLoader(plugin.Loader): ) 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) + transform = lasset.get('transform_matrix') + basis = lasset.get('basis') - actor.set_actor_transform(transform, False, True) + computed_transform = self._transform_from_basis(transform, basis) + + actor.set_actor_transform(computed_transform, False, True) @staticmethod def _get_fbx_loader(loaders, family): @@ -320,9 +293,12 @@ class ExistingLayoutLoader(plugin.Loader): 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) + transform = lasset.get('transform_matrix') + basis = lasset.get('basis') + + computed_transform = self._transform_from_basis( + transform, basis) + actor.set_actor_transform(computed_transform, False, True) actors_matched.append(actor) found = True