diff --git a/openpype/hosts/unreal/plugins/load/load_alembic_animation.py b/openpype/hosts/unreal/plugins/load/load_alembic_animation.py new file mode 100644 index 00000000000..496b6056ea6 --- /dev/null +++ b/openpype/hosts/unreal/plugins/load/load_alembic_animation.py @@ -0,0 +1,162 @@ +# -*- coding: utf-8 -*- +"""Load Alembic Animation.""" +import os + +from openpype.pipeline import ( + get_representation_path, + AVALON_CONTAINER_ID +) +from openpype.hosts.unreal.api import plugin +from openpype.hosts.unreal.api import pipeline as unreal_pipeline +import unreal # noqa + + +class AnimationAlembicLoader(plugin.Loader): + """Load Unreal SkeletalMesh from Alembic""" + + families = ["animation"] + label = "Import Alembic Animation" + representations = ["abc"] + icon = "cube" + color = "orange" + + def get_task(self, filename, asset_dir, asset_name, replace): + 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) + task.set_editor_property('destination_name', asset_name) + task.set_editor_property('replace_existing', replace) + task.set_editor_property('automated', True) + task.set_editor_property('save', True) + + options.set_editor_property( + 'import_type', unreal.AlembicImportType.SKELETAL) + + options.static_mesh_settings = sm_settings + options.conversion_settings = conversion_settings + task.options = options + + return task + + def load(self, context, name, namespace, data): + """Load and containerise representation into Content Browser. + + This is two step process. First, import FBX to temporary path and + then call `containerise()` on it - this moves all content to new + directory and then it will create AssetContainer there and imprint it + with metadata. This will mark this path as container. + + Args: + context (dict): application context + name (str): subset name + namespace (str): in Unreal this is basically path to container. + This is not passed here, so namespace is set + by `containerise()` because only then we know + real path. + data (dict): Those would be data to be imprinted. This is not used + now, data are imprinted by `containerise()`. + + Returns: + list(str): list of container content + """ + + # Create directory for asset and openpype container + root = "/Game/OpenPype/Assets" + asset = context.get('asset').get('name') + suffix = "_CON" + if asset: + asset_name = "{}_{}".format(asset, name) + else: + asset_name = "{}".format(name) + version = context.get('version').get('name') + + tools = unreal.AssetToolsHelpers().get_asset_tools() + asset_dir, container_name = tools.create_unique_asset_name( + f"{root}/{asset}/{name}_v{version:03d}", suffix="") + + container_name += suffix + + 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) + + asset_tools = unreal.AssetToolsHelpers.get_asset_tools() + asset_tools.import_asset_tasks([task]) + + # Create Asset Container + unreal_pipeline.create_container( + container=container_name, path=asset_dir) + + 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": 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 + ) + + for a in asset_content: + unreal.EditorAssetLibrary.save_asset(a) + + return asset_content + + def update(self, container, representation): + name = container["asset_name"] + source_path = get_representation_path(representation) + destination_path = container["namespace"] + + task = self.get_task(source_path, destination_path, name, True) + + # do import fbx and replace existing data + asset_tools = unreal.AssetToolsHelpers.get_asset_tools() + asset_tools.import_asset_tasks([task]) + + container_path = f"{container['namespace']}/{container['objectName']}" + + # update metadata + unreal_pipeline.imprint( + container_path, + { + "representation": str(representation["_id"]), + "parent": str(representation["parent"]) + }) + + asset_content = unreal.EditorAssetLibrary.list_assets( + destination_path, recursive=True, include_folder=True + ) + + for a in asset_content: + unreal.EditorAssetLibrary.save_asset(a) + + def remove(self, container): + path = container["namespace"] + parent_path = os.path.dirname(path) + + unreal.EditorAssetLibrary.delete_directory(path) + + asset_content = unreal.EditorAssetLibrary.list_assets( + parent_path, recursive=False + ) + + if len(asset_content) == 0: + unreal.EditorAssetLibrary.delete_directory(parent_path)