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299 | class JsonLayoutLoader(plugin.BlenderLoader):
"""Load layout published from Unreal."""
product_types = {"layout"}
representations = {"json"}
label = "Load Layout"
icon = "code-fork"
color = "orange"
animation_creator_name = "CreateAnimation"
def _remove(self, asset_group):
objects = list(asset_group.children)
for obj in objects:
remove_container(obj.get(AVALON_PROPERTY))
def _remove_animation_instances(self, asset_group):
instances = bpy.data.collections.get(AVALON_INSTANCES)
if instances:
for obj in list(asset_group.children):
anim_collection = instances.children.get(
obj.name + "_animation")
if anim_collection:
bpy.data.collections.remove(anim_collection)
def _get_loader(self, loaders, product_type):
name = ""
if product_type == 'rig':
name = "BlendRigLoader"
elif product_type == 'model':
name = "BlendModelLoader"
if name == "":
return None
for loader in loaders:
if loader.__name__ == name:
return loader
return None
def _process(self, libpath, asset, asset_group, actions):
plugin.deselect_all()
with open(libpath, "r") as fp:
data = json.load(fp)
all_loaders = discover_loader_plugins()
for element in data:
reference = element.get('reference')
product_type = element.get("product_type")
if product_type is None:
product_type = element.get("family")
loaders = loaders_from_representation(all_loaders, reference)
loader = self._get_loader(loaders, product_type)
if not loader:
continue
instance_name = element.get('instance_name')
action = None
if actions:
action = actions.get(instance_name, None)
options = {
'parent': asset_group,
'transform': element.get('transform'),
'action': action,
'create_animation': True if product_type == 'rig' else False,
'animation_asset': asset
}
if element.get('animation'):
options['animation_file'] = str(Path(libpath).with_suffix(
'')) + "." + element.get('animation')
# This should return the loaded asset, but the load call will be
# added to the queue to run in the Blender main thread, so
# at this time it will not return anything. The assets will be
# loaded in the next Blender cycle, so we use the options to
# set the transform, parent and assign the action, if there is one.
load_container(
loader,
reference,
namespace=instance_name,
options=options
)
# Camera creation when loading a layout is not necessary for now,
# but the code is worth keeping in case we need it in the future.
# # Create the camera asset and the camera instance
# creator_plugin = get_legacy_creator_by_name("CreateCamera")
# if not creator_plugin:
# raise ValueError("Creator plugin \"CreateCamera\" was "
# "not found.")
# TODO: Refactor legacy create usage to new style creators
# legacy_create(
# creator_plugin,
# name="camera",
# # name=f"{unique_number}_{product[name]}_animation",
# asset=asset,
# options={"useSelection": False}
# # data={"dependencies": context["representation"]["id"]}
# )
def process_asset(self,
context: dict,
name: str,
namespace: Optional[str] = None,
options: Optional[Dict] = None):
"""
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)
asset_group.empty_display_type = 'SINGLE_ARROW'
avalon_container.objects.link(asset_group)
self._process(libpath, asset_name, asset_group, None)
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"],
"project_name": context["project"]["name"],
"objectName": group_name,
}
self[:] = asset_group.children
return asset_group.children
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.
"""
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
actions = {}
for obj in asset_group.children:
obj_meta = obj.get(AVALON_PROPERTY)
product_type = obj_meta.get("productType")
if product_type is None:
product_type = obj_meta.get("family")
if product_type == "rig":
rig = None
for child in obj.children:
if child.type == 'ARMATURE':
rig = child
break
if not rig:
raise Exception("No armature in the rig asset group.")
if rig.animation_data and rig.animation_data.action:
namespace = obj_meta.get('namespace')
actions[namespace] = rig.animation_data.action
mat = asset_group.matrix_basis.copy()
self._remove_animation_instances(asset_group)
self._remove(asset_group)
self._process(str(libpath), asset_group, actions)
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.
"""
object_name = container["objectName"]
asset_group = bpy.data.objects.get(object_name)
if not asset_group:
return False
self._remove_animation_instances(asset_group)
self._remove(asset_group)
bpy.data.objects.remove(asset_group)
return True
|