mirror of
https://github.com/ynput/ayon-core.git
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347 lines
11 KiB
Python
347 lines
11 KiB
Python
"""Load a rig asset in Blender."""
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import logging
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from pathlib import Path
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from pprint import pformat
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from typing import Dict, List, Optional
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import avalon.blender.pipeline
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import bpy
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import pype.blender
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from avalon import api
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logger = logging.getLogger("pype").getChild("blender").getChild("load_model")
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class BlendRigLoader(pype.blender.AssetLoader):
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"""Load rigs from a .blend file.
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Because they come from a .blend file we can simply link the collection that
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contains the model. There is no further need to 'containerise' it.
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Warning:
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Loading the same asset more then once is not properly supported at the
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moment.
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"""
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families = ["rig"]
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representations = ["blend"]
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label = "Link Rig"
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icon = "code-fork"
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color = "orange"
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@staticmethod
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def _get_lib_collection(name: str, libpath: Path) -> Optional[bpy.types.Collection]:
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"""Find the collection(s) with name, loaded from libpath.
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Note:
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It is assumed that only 1 matching collection is found.
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"""
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for collection in bpy.data.collections:
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if collection.name != name:
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continue
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if collection.library is None:
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continue
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if not collection.library.filepath:
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continue
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collection_lib_path = str(Path(bpy.path.abspath(collection.library.filepath)).resolve())
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normalized_libpath = str(Path(bpy.path.abspath(str(libpath))).resolve())
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if collection_lib_path == normalized_libpath:
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return collection
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return None
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@staticmethod
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def _collection_contains_object(
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collection: bpy.types.Collection, object: bpy.types.Object
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) -> bool:
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"""Check if the collection contains the object."""
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for obj in collection.objects:
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if obj == object:
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return True
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return False
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def process_asset(
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self, context: dict, name: str, namespace: Optional[str] = None,
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options: Optional[Dict] = None
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) -> Optional[List]:
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"""
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Arguments:
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name: Use pre-defined name
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namespace: Use pre-defined namespace
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context: Full parenthood of representation to load
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options: Additional settings dictionary
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"""
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libpath = self.fname
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asset = context["asset"]["name"]
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subset = context["subset"]["name"]
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lib_container = pype.blender.plugin.rig_name(asset, subset)
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container_name = pype.blender.plugin.rig_name(
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asset, subset, namespace
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)
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relative = bpy.context.preferences.filepaths.use_relative_paths
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bpy.data.collections.new( lib_container )
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container = bpy.data.collections[lib_container]
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container.name = container_name
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avalon.blender.pipeline.containerise_existing(
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container,
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name,
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namespace,
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context,
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self.__class__.__name__,
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)
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container_metadata = container.get( avalon.blender.pipeline.AVALON_PROPERTY )
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container_metadata["libpath"] = libpath
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container_metadata["lib_container"] = lib_container
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with bpy.data.libraries.load(
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libpath, link=True, relative=relative
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) as (data_from, data_to):
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data_to.collections = [lib_container]
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scene = bpy.context.scene
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meshes = [ obj for obj in bpy.data.collections[lib_container].objects if obj.type == 'MESH' ]
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armatures = [ obj for obj in bpy.data.collections[lib_container].objects if obj.type == 'ARMATURE' ]
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objects_list = []
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# Link meshes first, then armatures.
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# The armature is unparented for all the non-local meshes,
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# when it is made local.
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for obj in meshes + armatures:
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scene.collection.objects.link( obj )
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obj = obj.make_local()
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obj.data.make_local()
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if not obj.get(avalon.blender.pipeline.AVALON_PROPERTY):
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obj[avalon.blender.pipeline.AVALON_PROPERTY] = dict()
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avalon_info = obj[avalon.blender.pipeline.AVALON_PROPERTY]
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avalon_info.update( { "container_name": container_name } )
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objects_list.append( obj )
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# Save the list of objects in the metadata container
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container_metadata["objects"] = objects_list
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bpy.data.collections.remove( bpy.data.collections[lib_container] )
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bpy.ops.object.select_all( action = 'DESELECT' )
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nodes = list(container.objects)
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nodes.append(container)
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self[:] = nodes
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return nodes
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def load(self,
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context: dict,
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name: Optional[str] = None,
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namespace: Optional[str] = None,
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options: Optional[Dict] = None) -> Optional[bpy.types.Collection]:
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"""Load asset via database
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Arguments:
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context: Full parenthood of representation to load
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name: Use pre-defined name
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namespace: Use pre-defined namespace
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options: Additional settings dictionary
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"""
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# TODO (jasper): make it possible to add the asset several times by
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# just re-using the collection
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assert Path(self.fname).exists(), f"{self.fname} doesn't exist."
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self.process_asset(
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context=context,
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name=name,
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namespace=namespace,
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options=options,
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)
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# Only containerise if anything was loaded by the Loader.
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nodes = self[:]
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if not nodes:
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return None
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# Only containerise if it's not already a collection from a .blend file.
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representation = context["representation"]["name"]
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if representation != "blend":
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from avalon.blender.pipeline import containerise
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return containerise(
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name=name,
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namespace=namespace,
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nodes=nodes,
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context=context,
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loader=self.__class__.__name__,
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)
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asset = context["asset"]["name"]
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subset = context["subset"]["name"]
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instance_name = pype.blender.plugin.rig_name(asset, subset, namespace)
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return self._get_instance_collection(instance_name, nodes)
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def update(self, container: Dict, representation: Dict):
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"""Update the loaded asset.
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This will remove all objects of the current collection, load the new
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ones and add them to the collection.
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If the objects of the collection are used in another collection they
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will not be removed, only unlinked. Normally this should not be the
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case though.
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Warning:
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No nested collections are supported at the moment!
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"""
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collection = bpy.data.collections.get(
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container["objectName"]
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)
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libpath = Path(api.get_representation_path(representation))
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extension = libpath.suffix.lower()
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logger.info(
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"Container: %s\nRepresentation: %s",
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pformat(container, indent=2),
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pformat(representation, indent=2),
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)
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assert collection, (
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f"The asset is not loaded: {container['objectName']}"
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)
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assert not (collection.children), (
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"Nested collections are not supported."
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)
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assert libpath, (
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"No existing library file found for {container['objectName']}"
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)
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assert libpath.is_file(), (
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f"The file doesn't exist: {libpath}"
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)
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assert extension in pype.blender.plugin.VALID_EXTENSIONS, (
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f"Unsupported file: {libpath}"
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)
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collection_metadata = collection.get(avalon.blender.pipeline.AVALON_PROPERTY)
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collection_libpath = collection_metadata["libpath"]
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normalized_collection_libpath = (
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str(Path(bpy.path.abspath(collection_libpath)).resolve())
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)
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normalized_libpath = (
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str(Path(bpy.path.abspath(str(libpath))).resolve())
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)
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logger.debug(
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"normalized_collection_libpath:\n %s\nnormalized_libpath:\n %s",
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normalized_collection_libpath,
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normalized_libpath,
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)
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if normalized_collection_libpath == normalized_libpath:
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logger.info("Library already loaded, not updating...")
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return
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# Get the armature of the rig
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armatures = [ obj for obj in collection_metadata["objects"] if obj.type == 'ARMATURE' ]
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assert( len( armatures ) == 1 )
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action = armatures[0].animation_data.action
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for obj in collection_metadata["objects"]:
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if obj.type == 'ARMATURE':
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bpy.data.armatures.remove( obj.data )
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elif obj.type == 'MESH':
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bpy.data.meshes.remove( obj.data )
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lib_container = collection_metadata["lib_container"]
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relative = bpy.context.preferences.filepaths.use_relative_paths
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with bpy.data.libraries.load(
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str(libpath), link=True, relative=relative
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) as (_, data_to):
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data_to.collections = [lib_container]
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scene = bpy.context.scene
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meshes = [ obj for obj in bpy.data.collections[lib_container].objects if obj.type == 'MESH' ]
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armatures = [ obj for obj in bpy.data.collections[lib_container].objects if obj.type == 'ARMATURE' ]
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objects_list = []
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assert( len( armatures ) == 1 )
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# Link meshes first, then armatures.
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# The armature is unparented for all the non-local meshes,
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# when it is made local.
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for obj in meshes + armatures:
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scene.collection.objects.link( obj )
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obj = obj.make_local()
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obj.data.make_local()
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if not obj.get(avalon.blender.pipeline.AVALON_PROPERTY):
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obj[avalon.blender.pipeline.AVALON_PROPERTY] = dict()
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avalon_info = obj[avalon.blender.pipeline.AVALON_PROPERTY]
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avalon_info.update( { "container_name": collection.name } )
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objects_list.append( obj )
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if obj.type == 'ARMATURE' and action is not None:
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obj.animation_data.action = action
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# Save the list of objects in the metadata container
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collection_metadata["objects"] = objects_list
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collection_metadata["libpath"] = str(libpath)
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collection_metadata["representation"] = str(representation["_id"])
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bpy.data.collections.remove( bpy.data.collections[lib_container] )
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bpy.ops.object.select_all( action = 'DESELECT' )
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def remove(self, container: Dict) -> bool:
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"""Remove an existing container from a Blender scene.
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Arguments:
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container (avalon-core:container-1.0): Container to remove,
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from `host.ls()`.
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Returns:
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bool: Whether the container was deleted.
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Warning:
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No nested collections are supported at the moment!
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"""
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collection = bpy.data.collections.get(
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container["objectName"]
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)
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if not collection:
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return False
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assert not (collection.children), (
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"Nested collections are not supported."
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)
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collection_metadata = collection.get( avalon.blender.pipeline.AVALON_PROPERTY )
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objects = collection_metadata["objects"]
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for obj in objects:
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if obj.type == 'ARMATURE':
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bpy.data.armatures.remove( obj.data )
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elif obj.type == 'MESH':
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bpy.data.meshes.remove( obj.data )
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bpy.data.collections.remove( collection )
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return True
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