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load_cache

Load an asset in Blender from an Alembic file.

CacheModelLoader

Bases: BlenderLoader

Load cache models.

Stores the imported asset in a collection named after the asset.

Note

At least for now it only supports Alembic files.

Source code in client/ayon_blender/plugins/load/load_cache.py
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class CacheModelLoader(plugin.BlenderLoader):
    """Load cache models.

    Stores the imported asset in a collection named after the asset.

    Note:
        At least for now it only supports Alembic files.
    """
    product_types = {"model", "pointcache", "animation", "usd"}
    representations = {"abc", "usd"}

    label = "Load Cache"
    icon = "code-fork"
    color = "orange"

    def _update_transform_cache_path(self, asset_group, libpath, prev_filename):
        """search and update path in the transform cache modifier
        If there is no transform cache modifier, it will create one
        to update the filepath of the alembic.
        """
        bpy.ops.cachefile.open(filepath=libpath.as_posix())
        for obj in asset_group.children:
            asset_name = obj.name.rsplit(":", 1)[-1]
            names = [modifier.name for modifier in obj.modifiers
                     if modifier.type == "MESH_SEQUENCE_CACHE"]
            file_list = [file for file in bpy.data.cache_files
                         if file.name.startswith(prev_filename)]
            if names:
                for name in names:
                    obj.modifiers.remove(obj.modifiers.get(name))
            if file_list:
                bpy.data.batch_remove(file_list)

            obj.modifiers.new(name='MeshSequenceCache', type='MESH_SEQUENCE_CACHE')

            modifiers = lib.get_cache_modifiers(obj)
            for asset_name, modifier_list in modifiers.items():
                for modifier in modifier_list:
                    if modifier.type == "MESH_SEQUENCE_CACHE":
                        modifier.cache_file = bpy.data.cache_files[-1]
                        cache_file_name = os.path.basename(libpath.as_posix())
                        modifier.cache_file.name = cache_file_name
                        modifier.cache_file.filepath = libpath.as_posix()
                        modifier.cache_file.scale = 1.0
                        for object_path in modifier.cache_file.object_paths:
                            base_object_name = os.path.basename(object_path.path)
                            asset_name = asset_name.rsplit(":", 1)[-1]
                            if base_object_name.endswith(asset_name):
                                modifier.object_path = object_path.path
                        bpy.context.evaluated_depsgraph_get()

        return libpath

    def _remove(self, asset_group):
        objects = list(asset_group.children)
        empties = []

        for obj in objects:
            if obj.type == 'MESH':
                for material_slot in list(obj.material_slots):
                    bpy.data.materials.remove(material_slot.material)
                bpy.data.meshes.remove(obj.data)
            elif obj.type == 'EMPTY':
                objects.extend(obj.children)
                empties.append(obj)

        for empty in empties:
            bpy.data.objects.remove(empty)

    def _process(self, libpath, asset_group, group_name):
        plugin.deselect_all()

        relative = bpy.context.preferences.filepaths.use_relative_paths

        if any(libpath.lower().endswith(ext)
               for ext in [".usd", ".usda", ".usdc"]):
            # USD
            bpy.ops.wm.usd_import(
                filepath=libpath,
                relative_path=relative
            )

        else:
            # Alembic
            bpy.ops.wm.alembic_import(
                filepath=libpath,
                relative_path=relative
            )

        objects = lib.get_selection()

        for obj in objects:
            # reparent top object to asset_group
            if not obj.parent:
                obj.parent = asset_group

            # Unlink the object from all collections
            collections = obj.users_collection
            for collection in collections:
                collection.objects.unlink(obj)
            name = obj.name
            obj.name = f"{group_name}:{name}"
            if obj.type != 'EMPTY':
                name_data = obj.data.name
                obj.data.name = f"{group_name}:{name_data}"

                for material_slot in obj.material_slots:
                    name_mat = material_slot.material.name
                    material_slot.material.name = f"{group_name}:{name_mat}"

            if not obj.get(AVALON_PROPERTY):
                obj[AVALON_PROPERTY] = {}

            avalon_info = obj[AVALON_PROPERTY]
            avalon_info.update({"container_name": group_name})

        plugin.deselect_all()

        return objects

    def _link_objects(self, objects, collection, containers, asset_group):
        # Link the imported objects to any collection where the asset group is
        # linked to, except the AVALON_CONTAINERS collection
        group_collections = [
            collection
            for collection in asset_group.users_collection
            if collection != containers]

        for obj in objects:
            for collection in group_collections:
                collection.objects.link(obj)

    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"]

        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}"

        containers = bpy.data.collections.get(AVALON_CONTAINERS)
        if not containers:
            containers = bpy.data.collections.new(name=AVALON_CONTAINERS)
            bpy.context.scene.collection.children.link(containers)

        asset_group = bpy.data.objects.new(group_name, object_data=None)
        asset_group.empty_display_type = 'SINGLE_ARROW'
        containers.objects.link(asset_group)

        objects = self._process(libpath, asset_group, group_name)

        # Link the asset group to the active collection
        collection = bpy.context.view_layer.active_layer_collection.collection
        collection.objects.link(asset_group)

        self._link_objects(objects, asset_group, containers, asset_group)

        product_type = context["product"]["productType"]
        asset_group[AVALON_PROPERTY] = {
            "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": product_type,
            "objectName": group_name,
            "project_name": context["project"]["name"],
        }

        self[:] = objects
        return objects

    def exec_update(self, container: Dict, context: Dict):
        """Update the loaded asset.

        This will remove all objects of the current collection, load the new
        ones and add them to the collection.
        If the objects of the collection are used in another collection they
        will not be removed, only unlinked. Normally this should not be the
        case though.

        Warning:
            No nested collections are supported at the moment!
        """
        repre_entity = context["representation"]
        object_name = container["objectName"]
        asset_group = bpy.data.objects.get(object_name)
        libpath = Path(get_representation_path(repre_entity))
        extension = libpath.suffix.lower()

        self.log.info(
            "Container: %s\nRepresentation: %s",
            pformat(container, indent=2),
            pformat(repre_entity, indent=2),
        )

        assert asset_group, (
            f"The asset is not loaded: {container['objectName']}"
        )
        assert libpath, (
            "No existing library file found for {container['objectName']}"
        )
        assert libpath.is_file(), (
            f"The file doesn't exist: {libpath}"
        )
        assert extension in plugin.VALID_EXTENSIONS, (
            f"Unsupported file: {libpath}"
        )

        metadata = asset_group.get(AVALON_PROPERTY)
        group_libpath = metadata["libpath"]

        normalized_group_libpath = (
            str(Path(bpy.path.abspath(group_libpath)).resolve())
        )
        normalized_libpath = (
            str(Path(bpy.path.abspath(str(libpath))).resolve())
        )
        self.log.debug(
            "normalized_group_libpath:\n  %s\nnormalized_libpath:\n  %s",
            normalized_group_libpath,
            normalized_libpath,
        )
        if normalized_group_libpath == normalized_libpath:
            self.log.info("Library already loaded, not updating...")
            return

        if any(str(libpath).lower().endswith(ext)
               for ext in [".usd", ".usda", ".usdc"]):
            mat = asset_group.matrix_basis.copy()
            self._remove(asset_group)

            objects = self._process(str(libpath), asset_group, object_name)

            containers = bpy.data.collections.get(AVALON_CONTAINERS)
            self._link_objects(objects, asset_group, containers, asset_group)

            asset_group.matrix_basis = mat
        else:
            prev_filename = os.path.basename(container["libpath"])
            libpath = self._update_transform_cache_path(asset_group, libpath, prev_filename)


        metadata["libpath"] = str(libpath)
        metadata["representation"] = repre_entity["id"]
        metadata["project_name"] = context["project"]["name"]

    def exec_remove(self, container: Dict) -> bool:
        """Remove an existing container from a Blender scene.

        Arguments:
            container (openpype:container-1.0): Container to remove,
                from `host.ls()`.

        Returns:
            bool: Whether the container was deleted.

        Warning:
            No nested collections are supported at the moment!
        """
        object_name = container["objectName"]
        asset_group = bpy.data.objects.get(object_name)

        if not asset_group:
            return False

        self._remove(asset_group)

        bpy.data.objects.remove(asset_group)

        return True

exec_remove(container)

Remove an existing container from a Blender scene.

Parameters:

Name Type Description Default
container openpype

container-1.0): Container to remove, from host.ls().

required

Returns:

Name Type Description
bool bool

Whether the container was deleted.

Warning

No nested collections are supported at the moment!

Source code in client/ayon_blender/plugins/load/load_cache.py
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def exec_remove(self, container: Dict) -> bool:
    """Remove an existing container from a Blender scene.

    Arguments:
        container (openpype:container-1.0): Container to remove,
            from `host.ls()`.

    Returns:
        bool: Whether the container was deleted.

    Warning:
        No nested collections are supported at the moment!
    """
    object_name = container["objectName"]
    asset_group = bpy.data.objects.get(object_name)

    if not asset_group:
        return False

    self._remove(asset_group)

    bpy.data.objects.remove(asset_group)

    return True

exec_update(container, context)

Update the loaded asset.

This will remove all objects of the current collection, load the new ones and add them to the collection. If the objects of the collection are used in another collection they will not be removed, only unlinked. Normally this should not be the case though.

Warning

No nested collections are supported at the moment!

Source code in client/ayon_blender/plugins/load/load_cache.py
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def exec_update(self, container: Dict, context: Dict):
    """Update the loaded asset.

    This will remove all objects of the current collection, load the new
    ones and add them to the collection.
    If the objects of the collection are used in another collection they
    will not be removed, only unlinked. Normally this should not be the
    case though.

    Warning:
        No nested collections are supported at the moment!
    """
    repre_entity = context["representation"]
    object_name = container["objectName"]
    asset_group = bpy.data.objects.get(object_name)
    libpath = Path(get_representation_path(repre_entity))
    extension = libpath.suffix.lower()

    self.log.info(
        "Container: %s\nRepresentation: %s",
        pformat(container, indent=2),
        pformat(repre_entity, indent=2),
    )

    assert asset_group, (
        f"The asset is not loaded: {container['objectName']}"
    )
    assert libpath, (
        "No existing library file found for {container['objectName']}"
    )
    assert libpath.is_file(), (
        f"The file doesn't exist: {libpath}"
    )
    assert extension in plugin.VALID_EXTENSIONS, (
        f"Unsupported file: {libpath}"
    )

    metadata = asset_group.get(AVALON_PROPERTY)
    group_libpath = metadata["libpath"]

    normalized_group_libpath = (
        str(Path(bpy.path.abspath(group_libpath)).resolve())
    )
    normalized_libpath = (
        str(Path(bpy.path.abspath(str(libpath))).resolve())
    )
    self.log.debug(
        "normalized_group_libpath:\n  %s\nnormalized_libpath:\n  %s",
        normalized_group_libpath,
        normalized_libpath,
    )
    if normalized_group_libpath == normalized_libpath:
        self.log.info("Library already loaded, not updating...")
        return

    if any(str(libpath).lower().endswith(ext)
           for ext in [".usd", ".usda", ".usdc"]):
        mat = asset_group.matrix_basis.copy()
        self._remove(asset_group)

        objects = self._process(str(libpath), asset_group, object_name)

        containers = bpy.data.collections.get(AVALON_CONTAINERS)
        self._link_objects(objects, asset_group, containers, asset_group)

        asset_group.matrix_basis = mat
    else:
        prev_filename = os.path.basename(container["libpath"])
        libpath = self._update_transform_cache_path(asset_group, libpath, prev_filename)


    metadata["libpath"] = str(libpath)
    metadata["representation"] = repre_entity["id"]
    metadata["project_name"] = context["project"]["name"]

process_asset(context, name, namespace=None, options=None)

Parameters:

Name Type Description Default
name str

Use pre-defined name

required
namespace Optional[str]

Use pre-defined namespace

None
context dict

Full parenthood of representation to load

required
options Optional[Dict]

Additional settings dictionary

None
Source code in client/ayon_blender/plugins/load/load_cache.py
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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"]

    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}"

    containers = bpy.data.collections.get(AVALON_CONTAINERS)
    if not containers:
        containers = bpy.data.collections.new(name=AVALON_CONTAINERS)
        bpy.context.scene.collection.children.link(containers)

    asset_group = bpy.data.objects.new(group_name, object_data=None)
    asset_group.empty_display_type = 'SINGLE_ARROW'
    containers.objects.link(asset_group)

    objects = self._process(libpath, asset_group, group_name)

    # Link the asset group to the active collection
    collection = bpy.context.view_layer.active_layer_collection.collection
    collection.objects.link(asset_group)

    self._link_objects(objects, asset_group, containers, asset_group)

    product_type = context["product"]["productType"]
    asset_group[AVALON_PROPERTY] = {
        "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": product_type,
        "objectName": group_name,
        "project_name": context["project"]["name"],
    }

    self[:] = objects
    return objects