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load_layout_json

Load a layout in Blender.

JsonLayoutLoader

Bases: BlenderLoader

Load layout published from Unreal.

Source code in client/ayon_blender/plugins/load/load_layout_json.py
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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

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.

Source code in client/ayon_blender/plugins/load/load_layout_json.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.
    """
    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

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.

Source code in client/ayon_blender/plugins/load/load_layout_json.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.
    """
    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"]

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_layout_json.py
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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