Merge pull request #1514 from simonebarbieri/feature/blender-unreal-improved_animation_workflow

This commit is contained in:
Milan Kolar 2021-05-25 10:05:21 +02:00 committed by GitHub
commit ff94136e07
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GPG key ID: 4AEE18F83AFDEB23
7 changed files with 68 additions and 241 deletions

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@ -1,25 +0,0 @@
import bpy
from avalon import api, blender
import openpype.hosts.blender.api.plugin
class CreateSetDress(openpype.hosts.blender.api.plugin.Creator):
"""A grouped package of loaded content"""
name = "setdressMain"
label = "Set Dress"
family = "setdress"
icon = "cubes"
defaults = ["Main", "Anim"]
def process(self):
asset = self.data["asset"]
subset = self.data["subset"]
name = openpype.hosts.blender.api.plugin.asset_name(asset, subset)
collection = bpy.data.collections.new(name=name)
bpy.context.scene.collection.children.link(collection)
self.data['task'] = api.Session.get('AVALON_TASK')
blender.lib.imprint(collection, self.data)
return collection

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@ -25,9 +25,6 @@ class BlendLayoutLoader(plugin.AssetLoader):
icon = "code-fork"
color = "orange"
animation_creator_name = "CreateAnimation"
setdress_creator_name = "CreateSetDress"
def _remove(self, objects, obj_container):
for obj in list(objects):
if obj.type == 'ARMATURE':
@ -293,7 +290,6 @@ class UnrealLayoutLoader(plugin.AssetLoader):
color = "orange"
animation_creator_name = "CreateAnimation"
setdress_creator_name = "CreateSetDress"
def _remove_objects(self, objects):
for obj in list(objects):
@ -383,7 +379,7 @@ class UnrealLayoutLoader(plugin.AssetLoader):
def _process(
self, libpath, layout_container, container_name, representation,
actions, parent
actions, parent_collection
):
with open(libpath, "r") as fp:
data = json.load(fp)
@ -392,6 +388,11 @@ class UnrealLayoutLoader(plugin.AssetLoader):
layout_collection = bpy.data.collections.new(container_name)
scene.collection.children.link(layout_collection)
parent = parent_collection
if parent is None:
parent = scene.collection
all_loaders = api.discover(api.Loader)
avalon_container = bpy.data.collections.get(
@ -516,23 +517,9 @@ class UnrealLayoutLoader(plugin.AssetLoader):
container_metadata["libpath"] = libpath
container_metadata["lib_container"] = lib_container
# Create a setdress subset to contain all the animation for all
# the rigs in the layout
creator_plugin = get_creator_by_name(self.setdress_creator_name)
if not creator_plugin:
raise ValueError("Creator plugin \"{}\" was not found.".format(
self.setdress_creator_name
))
parent = api.create(
creator_plugin,
name="animation",
asset=api.Session["AVALON_ASSET"],
options={"useSelection": True},
data={"dependencies": str(context["representation"]["_id"])})
layout_collection = self._process(
libpath, layout_container, container_name,
str(context["representation"]["_id"]), None, parent)
str(context["representation"]["_id"]), None, None)
container_metadata["obj_container"] = layout_collection

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@ -107,6 +107,9 @@ class BlendRigLoader(plugin.AssetLoader):
if action is not None:
local_obj.animation_data.action = action
elif local_obj.animation_data.action is not None:
plugin.prepare_data(
local_obj.animation_data.action, collection_name)
# Set link the drivers to the local object
if local_obj.data.animation_data:

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@ -1,61 +0,0 @@
import os
import json
import openpype.api
import pyblish.api
import bpy
class ExtractSetDress(openpype.api.Extractor):
"""Extract setdress."""
label = "Extract SetDress"
hosts = ["blender"]
families = ["setdress"]
optional = True
order = pyblish.api.ExtractorOrder + 0.1
def process(self, instance):
stagingdir = self.staging_dir(instance)
json_data = []
for i in instance.context:
collection = i.data.get("name")
container = None
for obj in bpy.data.collections[collection].objects:
if obj.type == "ARMATURE":
container_name = obj.get("avalon").get("container_name")
container = bpy.data.collections[container_name]
if container:
json_dict = {
"subset": i.data.get("subset"),
"container": container.name,
}
json_dict["instance_name"] = container.get("avalon").get(
"instance_name"
)
json_data.append(json_dict)
if "representations" not in instance.data:
instance.data["representations"] = []
json_filename = f"{instance.name}.json"
json_path = os.path.join(stagingdir, json_filename)
with open(json_path, "w+") as file:
json.dump(json_data, fp=file, indent=2)
json_representation = {
"name": "json",
"ext": "json",
"files": json_filename,
"stagingDir": stagingdir,
}
instance.data["representations"].append(json_representation)
self.log.info(
"Extracted instance '{}' to: {}".format(instance.name,
json_representation)
)

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@ -1,4 +1,5 @@
import os
import json
import openpype.api
@ -121,6 +122,25 @@ class ExtractAnimationFBX(openpype.api.Extractor):
pair[1].user_clear()
bpy.data.actions.remove(pair[1])
json_filename = f"{instance.name}.json"
json_path = os.path.join(stagingdir, json_filename)
json_dict = {}
collection = instance.data.get("name")
container = None
for obj in bpy.data.collections[collection].objects:
if obj.type == "ARMATURE":
container_name = obj.get("avalon").get("container_name")
container = bpy.data.collections[container_name]
if container:
json_dict = {
"instance_name": container.get("avalon").get("instance_name")
}
with open(json_path, "w+") as file:
json.dump(json_dict, fp=file, indent=2)
if "representations" not in instance.data:
instance.data["representations"] = []
@ -130,7 +150,15 @@ class ExtractAnimationFBX(openpype.api.Extractor):
'files': fbx_filename,
"stagingDir": stagingdir,
}
json_representation = {
'name': 'json',
'ext': 'json',
'files': json_filename,
"stagingDir": stagingdir,
}
instance.data["representations"].append(fbx_representation)
instance.data["representations"].append(json_representation)
self.log.info("Extracted instance '{}' to: {}".format(
instance.name, fbx_representation))

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@ -1,4 +1,5 @@
import os
import json
from avalon import api, pipeline
from avalon.unreal import lib
@ -61,10 +62,16 @@ class AnimationFBXLoader(api.Loader):
task = unreal.AssetImportTask()
task.options = unreal.FbxImportUI()
# If there are no options, the process cannot be automated
if options:
libpath = self.fname.replace("fbx", "json")
with open(libpath, "r") as fp:
data = json.load(fp)
instance_name = data.get("instance_name")
if instance_name:
automated = True
actor_name = 'PersistentLevel.' + options.get('instance_name')
actor_name = 'PersistentLevel.' + instance_name
actor = unreal.EditorLevelLibrary.get_actor_reference(actor_name)
skeleton = actor.skeletal_mesh_component.skeletal_mesh.skeleton
task.options.set_editor_property('skeleton', skeleton)
@ -81,16 +88,31 @@ class AnimationFBXLoader(api.Loader):
# set import options here
task.options.set_editor_property(
'automated_import_should_detect_type', True)
'automated_import_should_detect_type', False)
task.options.set_editor_property(
'original_import_type', unreal.FBXImportType.FBXIT_ANIMATION)
'original_import_type', unreal.FBXImportType.FBXIT_SKELETAL_MESH)
task.options.set_editor_property(
'mesh_type_to_import', unreal.FBXImportType.FBXIT_ANIMATION)
task.options.set_editor_property('import_mesh', False)
task.options.set_editor_property('import_animations', True)
task.options.set_editor_property('override_full_name', True)
task.options.skeletal_mesh_import_data.set_editor_property(
'import_content_type',
unreal.FBXImportContentType.FBXICT_SKINNING_WEIGHTS
task.options.anim_sequence_import_data.set_editor_property(
'animation_length',
unreal.FBXAnimationLengthImportType.FBXALIT_EXPORTED_TIME
)
task.options.anim_sequence_import_data.set_editor_property(
'import_meshes_in_bone_hierarchy', False)
task.options.anim_sequence_import_data.set_editor_property(
'use_default_sample_rate', True)
task.options.anim_sequence_import_data.set_editor_property(
'import_custom_attribute', True)
task.options.anim_sequence_import_data.set_editor_property(
'import_bone_tracks', True)
task.options.anim_sequence_import_data.set_editor_property(
'remove_redundant_keys', True)
task.options.anim_sequence_import_data.set_editor_property(
'convert_scene', True)
unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])

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@ -1,127 +0,0 @@
import json
from avalon import api
import unreal
class AnimationCollectionLoader(api.Loader):
"""Load Unreal SkeletalMesh from FBX"""
families = ["setdress"]
representations = ["json"]
label = "Load Animation Collection"
icon = "cube"
color = "orange"
def load(self, context, name, namespace, options):
from avalon import api, pipeline
from avalon.unreal import lib
from avalon.unreal import pipeline as unreal_pipeline
import unreal
# Create directory for asset and avalon container
root = "/Game/Avalon/Assets"
asset = context.get('asset').get('name')
suffix = "_CON"
tools = unreal.AssetToolsHelpers().get_asset_tools()
asset_dir, container_name = tools.create_unique_asset_name(
"{}/{}".format(root, asset), suffix="")
container_name += suffix
unreal.EditorAssetLibrary.make_directory(asset_dir)
libpath = self.fname
with open(libpath, "r") as fp:
data = json.load(fp)
all_loaders = api.discover(api.Loader)
for element in data:
reference = element.get('_id')
loaders = api.loaders_from_representation(all_loaders, reference)
loader = None
for l in loaders:
if l.__name__ == "AnimationFBXLoader":
loader = l
break
if not loader:
continue
instance_name = element.get('instance_name')
api.load(
loader,
reference,
namespace=instance_name,
options=element
)
# Create Asset Container
lib.create_avalon_container(
container=container_name, path=asset_dir)
data = {
"schema": "openpype:container-2.0",
"id": pipeline.AVALON_CONTAINER_ID,
"asset": asset,
"namespace": asset_dir,
"container_name": container_name,
"loader": str(self.__class__.__name__),
"representation": context["representation"]["_id"],
"parent": context["representation"]["parent"],
"family": context["representation"]["context"]["family"]
}
unreal_pipeline.imprint(
"{}/{}".format(asset_dir, container_name), data)
asset_content = unreal.EditorAssetLibrary.list_assets(
asset_dir, recursive=True, include_folder=True
)
return asset_content
def update(self, container, representation):
from avalon import api, io
from avalon.unreal import pipeline
source_path = api.get_representation_path(representation)
with open(source_path, "r") as fp:
data = json.load(fp)
animation_containers = [
i for i in pipeline.ls() if
i.get('asset') == container.get('asset') and
i.get('family') == 'animation']
for element in data:
new_version = io.find_one({"_id": io.ObjectId(element.get('_id'))})
new_version_number = new_version.get('context').get('version')
anim_container = None
for i in animation_containers:
if i.get('container_name') == (element.get('subset') + "_CON"):
anim_container = i
break
if not anim_container:
continue
api.update(anim_container, new_version_number)
container_path = "{}/{}".format(container["namespace"],
container["objectName"])
# update metadata
pipeline.imprint(
container_path,
{
"representation": str(representation["_id"]),
"parent": str(representation["parent"])
})
def remove(self, container):
unreal.EditorAssetLibrary.delete_directory(container["namespace"])