Skip to content

load_fbx

Load an asset in Blender from an Alembic file.

FbxModelLoader

Bases: BlenderLoader

Load FBX models.

Stores the imported asset in an empty named after the asset.

Source code in client/ayon_blender/plugins/load/load_fbx.py
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
class FbxModelLoader(plugin.BlenderLoader):
    """Load FBX models.

    Stores the imported asset in an empty named after the asset.
    """

    product_types = {"model", "rig"}
    representations = {"fbx"}

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

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

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

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

        collection = bpy.context.view_layer.active_layer_collection.collection

        bpy.ops.import_scene.fbx(filepath=libpath)

        parent = bpy.context.scene.collection

        imported = lib.get_selection()

        empties = [obj for obj in imported if obj.type == 'EMPTY']

        container = None

        for empty in empties:
            if not empty.parent:
                container = empty
                break

        assert container, "No asset group found"

        # Children must be linked before parents,
        # otherwise the hierarchy will break
        objects = []
        nodes = list(container.children)

        for obj in nodes:
            obj.parent = asset_group

        bpy.data.objects.remove(container)

        for obj in nodes:
            objects.append(obj)
            nodes.extend(list(obj.children))

        objects.reverse()

        for obj in objects:
            parent.objects.link(obj)
            collection.objects.unlink(obj)

        for obj in objects:
            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}"

            if obj.type == 'MESH':
                for material_slot in obj.material_slots:
                    name_mat = material_slot.material.name
                    material_slot.material.name = f"{group_name}:{name_mat}"
            elif obj.type == 'ARMATURE':
                anim_data = obj.animation_data
                if action is not None:
                    anim_data.action = action
                elif anim_data.action is not None:
                    name_action = anim_data.action.name
                    anim_data.action.name = f"{group_name}:{name_action}"

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

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

        plugin.deselect_all()

        return objects

    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}"

        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)

        asset_group = bpy.data.objects.new(group_name, object_data=None)
        avalon_container.objects.link(asset_group)

        objects = self._process(libpath, asset_group, group_name, None)

        objects = []
        nodes = list(asset_group.children)

        for obj in nodes:
            objects.append(obj)
            nodes.extend(list(obj.children))

        bpy.context.scene.collection.objects.link(asset_group)

        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": context["product"]["productType"],
            "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

        # Get the armature of the rig
        objects = asset_group.children
        armatures = [obj for obj in objects if obj.type == 'ARMATURE']
        action = None

        if armatures:
            armature = armatures[0]

            if armature.animation_data and armature.animation_data.action:
                action = armature.animation_data.action

        mat = asset_group.matrix_basis.copy()
        self._remove(asset_group)

        self._process(str(libpath), asset_group, object_name, action)

        asset_group.matrix_basis = mat

        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_fbx.py
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
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_fbx.py
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
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

    # Get the armature of the rig
    objects = asset_group.children
    armatures = [obj for obj in objects if obj.type == 'ARMATURE']
    action = None

    if armatures:
        armature = armatures[0]

        if armature.animation_data and armature.animation_data.action:
            action = armature.animation_data.action

    mat = asset_group.matrix_basis.copy()
    self._remove(asset_group)

    self._process(str(libpath), asset_group, object_name, action)

    asset_group.matrix_basis = mat

    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_fbx.py
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
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}"

    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)

    asset_group = bpy.data.objects.new(group_name, object_data=None)
    avalon_container.objects.link(asset_group)

    objects = self._process(libpath, asset_group, group_name, None)

    objects = []
    nodes = list(asset_group.children)

    for obj in nodes:
        objects.append(obj)
        nodes.extend(list(obj.children))

    bpy.context.scene.collection.objects.link(asset_group)

    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": context["product"]["productType"],
        "objectName": group_name,
        "project_name": context["project"]["name"],
    }

    self[:] = objects
    return objects