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create_unreal_staticmesh

Creator for Unreal Static Meshes.

CreateUnrealStaticMesh

Bases: MayaCreator

Unreal Static Meshes with collisions.

Source code in client/ayon_maya/plugins/create/create_unreal_staticmesh.py
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class CreateUnrealStaticMesh(plugin.MayaCreator):
    """Unreal Static Meshes with collisions."""

    identifier = "io.openpype.creators.maya.unrealstaticmesh"
    label = "Unreal - Static Mesh"
    product_base_type = "staticMesh"
    product_type = product_base_type
    icon = "cube"

    # Defined in settings
    collision_prefixes = []

    def create(self, product_name, instance_data, pre_create_data):

        with lib.undo_chunk():
            instance = super(CreateUnrealStaticMesh, self).create(
                product_name, instance_data, pre_create_data)
            instance_node = instance.get("instance_node")

            # We reorganize the geometry that was originally added into the
            # set into either 'collision_SET' or 'geometry_SET' based on the
            # collision_prefixes from project settings
            members = cmds.sets(instance_node, query=True)
            cmds.sets(clear=instance_node)

            geometry_set = cmds.sets(name="geometry_SET", empty=True)
            collisions_set = cmds.sets(name="collisions_SET", empty=True)

            cmds.sets([geometry_set, collisions_set],
                      forceElement=instance_node)

            members = cmds.ls(members, long=True) or []
            children = cmds.listRelatives(members, allDescendents=True,
                                          fullPath=True) or []
            transforms = cmds.ls(members + children, type="transform")
            for transform in transforms:

                if not cmds.listRelatives(transform,
                                          type="shape",
                                          noIntermediate=True):
                    # Exclude all transforms that have no direct shapes
                    continue

                if self.has_collision_prefix(transform):
                    cmds.sets(transform, forceElement=collisions_set)
                else:
                    cmds.sets(transform, forceElement=geometry_set)

    def has_collision_prefix(self, node_path):
        """Return whether node name of path matches collision prefix.

        If the node name matches the collision prefix we add it to the
        `collisions_SET` instead of the `geometry_SET`.

        Args:
            node_path (str): Maya node path.

        Returns:
            bool: Whether the node should be considered a collision mesh.

        """
        node_name = node_path.rsplit("|", 1)[-1]
        for prefix in self.collision_prefixes:
            if node_name.startswith(prefix):
                return True
        return False

has_collision_prefix(node_path)

Return whether node name of path matches collision prefix.

If the node name matches the collision prefix we add it to the collisions_SET instead of the geometry_SET.

Parameters:

Name Type Description Default
node_path str

Maya node path.

required

Returns:

Name Type Description
bool

Whether the node should be considered a collision mesh.

Source code in client/ayon_maya/plugins/create/create_unreal_staticmesh.py
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def has_collision_prefix(self, node_path):
    """Return whether node name of path matches collision prefix.

    If the node name matches the collision prefix we add it to the
    `collisions_SET` instead of the `geometry_SET`.

    Args:
        node_path (str): Maya node path.

    Returns:
        bool: Whether the node should be considered a collision mesh.

    """
    node_name = node_path.rsplit("|", 1)[-1]
    for prefix in self.collision_prefixes:
        if node_name.startswith(prefix):
            return True
    return False