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288 | class BlendLoader(plugin.BlenderLoader):
"""Load assets from a .blend file."""
product_types = {"model", "rig", "layout", "camera"}
representations = {"blend"}
label = "Append Blend"
icon = "code-fork"
color = "orange"
@staticmethod
def _get_asset_container(objects):
empties = [obj for obj in objects if obj.type == 'EMPTY']
for empty in empties:
if empty.get(AVALON_PROPERTY) and empty.parent is None:
return empty
return None
@staticmethod
def get_all_container_parents(asset_group):
parent_containers = []
parent = asset_group.parent
while parent:
if parent.get(AVALON_PROPERTY):
parent_containers.append(parent)
parent = parent.parent
return parent_containers
def _post_process_layout(self, container, asset, representation):
rigs = [
obj for obj in container.children_recursive
if (
obj.type == 'EMPTY' and
obj.get(AVALON_PROPERTY) and
obj.get(AVALON_PROPERTY).get('family') == 'rig'
)
]
if not rigs:
return
# Create animation instances for each rig
creator_identifier = "io.openpype.creators.blender.animation"
host = registered_host()
create_context = CreateContext(host)
for rig in rigs:
create_context.create(
creator_identifier=creator_identifier,
variant=rig.name.split(':')[-1],
pre_create_data={
"use_selection": False,
"asset_group": rig
}
)
def _process_data(self, libpath, group_name):
# Append all the data from the .blend file
with bpy.data.libraries.load(
libpath, link=False, relative=False
) as (data_from, data_to):
for attr in dir(data_to):
setattr(data_to, attr, getattr(data_from, attr))
members = []
# Rename the object to add the asset name
for attr in dir(data_to):
for data in getattr(data_to, attr):
data.name = f"{group_name}:{data.name}"
members.append(data)
container = self._get_asset_container(data_to.objects)
assert container, "No asset group found"
container.name = group_name
container.empty_display_type = 'SINGLE_ARROW'
# Link the collection to the scene
bpy.context.scene.collection.objects.link(container)
# Link all the container children to the collection
for obj in container.children_recursive:
bpy.context.scene.collection.objects.link(obj)
# Remove the library from the blend file
filepath = bpy.path.basename(libpath)
# Blender has a limit of 63 characters for any data name.
# If the filepath is longer, it will be truncated.
if len(filepath) > 63:
filepath = filepath[:63]
library = bpy.data.libraries.get(filepath)
bpy.data.libraries.remove(library)
return container, members
def process_asset(
self, context: dict, name: str, namespace: Optional[str] = None,
options: Optional[Dict] = None
) -> Optional[List]:
"""
Arguments:
name: Use pre-defined name
namespace: Use pre-defined namespace
context: Full parenthood of representation to load
options: Additional settings dictionary
"""
libpath = self.filepath_from_context(context)
folder_name = context["folder"]["name"]
product_name = context["product"]["name"]
try:
product_type = context["product"]["productType"]
except ValueError:
product_type = "model"
representation = context["representation"]["id"]
asset_name = plugin.prepare_scene_name(folder_name, product_name)
unique_number = plugin.get_unique_number(folder_name, product_name)
group_name = plugin.prepare_scene_name(
folder_name, product_name, unique_number
)
namespace = namespace or f"{folder_name}_{unique_number}"
avalon_container = bpy.data.collections.get(AVALON_CONTAINERS)
if not avalon_container:
avalon_container = bpy.data.collections.new(name=AVALON_CONTAINERS)
bpy.context.scene.collection.children.link(avalon_container)
container, members = self._process_data(libpath, group_name)
if product_type == "layout":
self._post_process_layout(container, folder_name, representation)
avalon_container.objects.link(container)
data = {
"schema": "openpype:container-2.0",
"id": AVALON_CONTAINER_ID,
"name": name,
"namespace": namespace or '',
"loader": str(self.__class__.__name__),
"representation": context["representation"]["id"],
"libpath": libpath,
"asset_name": asset_name,
"parent": context["representation"]["versionId"],
"productType": context["product"]["productType"],
"objectName": group_name,
"members": members,
"project_name": context["project"]["name"],
}
container[AVALON_PROPERTY] = data
objects = [
obj for obj in bpy.data.objects
if obj.name.startswith(f"{group_name}:")
]
self[:] = objects
return objects
def exec_update(self, container: Dict, context: Dict):
"""
Update the loaded asset.
"""
repre_entity = context["representation"]
group_name = container["objectName"]
asset_group = bpy.data.objects.get(group_name)
libpath = Path(get_representation_path(repre_entity)).as_posix()
assert asset_group, (
f"The asset is not loaded: {container['objectName']}"
)
transform = asset_group.matrix_basis.copy()
old_data = dict(asset_group.get(AVALON_PROPERTY))
old_members = old_data.get("members", [])
parent = asset_group.parent
actions = {}
objects_with_anim = [
obj for obj in asset_group.children_recursive
if obj.animation_data]
for obj in objects_with_anim:
# Check if the object has an action and, if so, add it to a dict
# so we can restore it later. Save and restore the action only
# if it wasn't originally loaded from the current asset.
if obj.animation_data.action not in old_members:
actions[obj.name] = obj.animation_data.action
self.exec_remove(container)
asset_group, members = self._process_data(libpath, group_name)
avalon_container = bpy.data.collections.get(AVALON_CONTAINERS)
avalon_container.objects.link(asset_group)
asset_group.matrix_basis = transform
asset_group.parent = parent
# Restore the actions
for obj in asset_group.children_recursive:
if obj.name in actions:
if not obj.animation_data:
obj.animation_data_create()
obj.animation_data.action = actions[obj.name]
# Restore the old data, but reset members, as they don't exist anymore
# This avoids a crash, because the memory addresses of those members
# are not valid anymore
old_data["members"] = []
asset_group[AVALON_PROPERTY] = old_data
new_data = {
"libpath": libpath,
"representation": repre_entity["id"],
"parent": repre_entity["versionId"],
"members": members,
"project_name": context["project"]["name"],
}
imprint(asset_group, new_data)
# We need to update all the parent container members
parent_containers = self.get_all_container_parents(asset_group)
for parent_container in parent_containers:
parent_members = parent_container[AVALON_PROPERTY]["members"]
parent_container[AVALON_PROPERTY]["members"] = (
parent_members + members)
def exec_remove(self, container: Dict) -> bool:
"""
Remove an existing container from a Blender scene.
"""
group_name = container["objectName"]
asset_group = bpy.data.objects.get(group_name)
attrs = [
attr for attr in dir(bpy.data)
if isinstance(
getattr(bpy.data, attr),
bpy.types.bpy_prop_collection
)
]
members = asset_group.get(AVALON_PROPERTY).get("members", [])
# We need to update all the parent container members
parent_containers = self.get_all_container_parents(asset_group)
for parent in parent_containers:
parent.get(AVALON_PROPERTY)["members"] = list(filter(
lambda i: i not in members,
parent.get(AVALON_PROPERTY).get("members", [])))
for attr in attrs:
for data in getattr(bpy.data, attr):
if data in members:
# Skip the asset group
if data == asset_group:
continue
getattr(bpy.data, attr).remove(data)
bpy.data.objects.remove(asset_group)
|