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101 lines
3.5 KiB
Python
101 lines
3.5 KiB
Python
from avalon import api
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from avalon import unreal as avalon_unreal
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import unreal
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class StaticMeshFBXLoader(api.Loader):
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"""Load Unreal StaticMesh from FBX"""
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families = ["unrealStaticMesh"]
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label = "Import FBX Static Mesh"
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representations = ["fbx"]
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icon = "cube"
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color = "orange"
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def load(self, context, name, namespace, data):
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"""
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Load and containerise representation into Content Browser.
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This is two step process. First, import FBX to temporary path and
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then call `containerise()` on it - this moves all content to new
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directory and then it will create AssetContainer there and imprint it
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with metadata. This will mark this path as container.
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Args:
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context (dict): application context
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name (str): subset name
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namespace (str): in Unreal this is basically path to container.
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This is not passed here, so namespace is set
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by `containerise()` because only then we know
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real path.
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data (dict): Those would be data to be imprinted. This is not used
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now, data are imprinted by `containerise()`.
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Returns:
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list(str): list of container content
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"""
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tools = unreal.AssetToolsHelpers().get_asset_tools()
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temp_dir, temp_name = tools.create_unique_asset_name(
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"/Game/{}".format(name), "_TMP"
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)
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unreal.EditorAssetLibrary.make_directory(temp_dir)
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task = unreal.AssetImportTask()
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task.filename = self.fname
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task.destination_path = temp_dir
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task.destination_name = name
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task.replace_existing = False
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task.automated = True
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task.save = True
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# set import options here
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task.options = unreal.FbxImportUI()
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task.options.import_animations = False
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unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) # noqa: E501
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imported_assets = unreal.EditorAssetLibrary.list_assets(
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temp_dir, recursive=True, include_folder=True
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)
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new_dir = avalon_unreal.containerise(
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name, namespace, imported_assets, context, self.__class__.__name__)
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asset_content = unreal.EditorAssetLibrary.list_assets(
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new_dir, recursive=True, include_folder=True
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)
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unreal.EditorAssetLibrary.delete_directory(temp_dir)
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return asset_content
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def update(self, container, representation):
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node = container["objectName"]
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source_path = api.get_representation_path(representation)
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destination_path = container["namespace"]
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task = unreal.AssetImportTask()
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task.filename = source_path
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task.destination_path = destination_path
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# strip suffix
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task.destination_name = node[:-4]
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task.replace_existing = True
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task.automated = True
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task.save = True
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task.options = unreal.FbxImportUI()
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task.options.import_animations = False
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# do import fbx and replace existing data
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unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])
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container_path = "{}/{}".format(container["namespace"],
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container["objectName"])
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# update metadata
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avalon_unreal.imprint(
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container_path, {"_id": str(representation["_id"])})
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def remove(self, container):
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unreal.EditorAssetLibrary.delete_directory(container["namespace"])
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