Skip to content
This repository has been archived by the owner on Sep 20, 2024. It is now read-only.

Unreal: Load Alembic Animations #4127

Merged
merged 2 commits into from
Dec 9, 2022
Merged
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
162 changes: 162 additions & 0 deletions openpype/hosts/unreal/plugins/load/load_alembic_animation.py
Original file line number Diff line number Diff line change
@@ -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)