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load_skeletalmesh_fbx

Load Skeletal Meshes form FBX.

SkeletalMeshFBXLoader

Bases: Loader

Load Unreal SkeletalMesh from FBX.

Source code in client/ayon_unreal/plugins/load/load_skeletalmesh_fbx.py
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class SkeletalMeshFBXLoader(plugin.Loader):
    """Load Unreal SkeletalMesh from FBX."""

    product_types = {"rig", "skeletalMesh"}
    label = "Import FBX Skeletal Mesh"
    representations = {"fbx"}
    icon = "cube"
    color = "orange"

    loaded_asset_dir = "{folder[path]}/{product[name]}_{version[version]}"
    show_dialog = False

    @classmethod
    def apply_settings(cls, project_settings):
        unreal_settings = project_settings["unreal"]["import_settings"]
        super(SkeletalMeshFBXLoader, cls).apply_settings(project_settings)
        cls.loaded_asset_dir = unreal_settings["loaded_asset_dir"]
        cls.show_dialog = unreal_settings["show_dialog"]

    @classmethod
    def get_task(cls, filename, asset_dir, asset_name, replace):
        task = unreal.AssetImportTask()
        options = unreal.FbxImportUI()

        task.set_editor_property('filename', filename)
        task.set_editor_property('destination_path', asset_dir)
        task.set_editor_property('destination_name', asset_name)
        task.set_editor_property('replace_existing', replace)
        task.set_editor_property('automated', not cls.show_dialog)
        task.set_editor_property('save', True)

        options.set_editor_property(
            'automated_import_should_detect_type', False)
        options.set_editor_property('import_as_skeletal', True)
        options.set_editor_property('import_animations', False)
        options.set_editor_property('import_mesh', True)
        options.set_editor_property('import_materials', False)
        options.set_editor_property('import_textures', False)
        options.set_editor_property('skeleton', None)
        options.set_editor_property('create_physics_asset', False)

        options.set_editor_property(
            'mesh_type_to_import',
            unreal.FBXImportType.FBXIT_SKELETAL_MESH)

        options.skeletal_mesh_import_data.set_editor_property(
            'import_content_type',
            unreal.FBXImportContentType.FBXICT_ALL)

        options.skeletal_mesh_import_data.set_editor_property(
            'normal_import_method',
            unreal.FBXNormalImportMethod.FBXNIM_IMPORT_NORMALS)

        task.options = options

        return task


    def import_and_containerize(
        self, filepath, asset_dir, asset_name, container_name,
        asset_path=None
    ):
        task = None
        if asset_path:
            loaded_asset_dir = unreal.Paths.split(asset_path)[0]
            task = self.get_task(filepath, loaded_asset_dir, asset_name, False)
        else:
            if not unreal.EditorAssetLibrary.does_asset_exist(
                f"{asset_dir}/{asset_name}"):
                    task = self.get_task(filepath, asset_dir, asset_name, False)

        unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])

        if not unreal.EditorAssetLibrary.does_asset_exist(
            f"{asset_dir}/{container_name}"):
                # Create Asset Container
                create_container(container=container_name, path=asset_dir)

    def imprint(
        self,
        folder_path,
        asset_dir,
        container_name,
        asset_name,
        representation,
        product_type,
        project_name
    ):
        data = {
            "schema": "ayon:container-2.0",
            "id": AYON_CONTAINER_ID,
            "folder_path": folder_path,
            "namespace": asset_dir,
            "container_name": container_name,
            "asset_name": asset_name,
            "loader": str(self.__class__.__name__),
            "representation": representation["id"],
            "parent": representation["versionId"],
            "product_type": product_type,
            # TODO these should be probably removed
            "asset": folder_path,
            "family": product_type,
            "project_name": project_name
        }
        imprint(f"{asset_dir}/{container_name}", data)

    def load(self, context, name, namespace, options):
        """Load and containerise representation into Content Browser.

        Args:
            context (dict): application context
            name (str): Product name
            namespace (str): in Unreal this is basically path to container.
                             This is not passed here, so namespace is set
                             by `containerise()` because only then we know
                             real path.
            data (dict): Those would be data to be imprinted.

        Returns:
            list(str): list of container content
        """
        # Create directory for asset and Ayon container
        folder_name = context["folder"]["name"]
        product_type = context["product"]["productType"]
        suffix = "_CON"
        path = self.filepath_from_context(context)
        ext = os.path.splitext(path)[-1].lstrip(".")
        asset_root, asset_name = format_asset_directory(context, self.loaded_asset_dir)

        tools = unreal.AssetToolsHelpers().get_asset_tools()
        asset_dir, container_name = tools.create_unique_asset_name(
            asset_root, suffix=f"_{ext}")

        container_name += suffix
        asset_path = has_asset_directory_pattern_matched(
            asset_name, asset_dir, name, extension=ext)
        if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir):
            unreal.EditorAssetLibrary.make_directory(asset_dir)

        self.import_and_containerize(
            path, asset_dir, asset_name,
            container_name, asset_path=asset_path
        )
        if asset_path:
            unreal.EditorAssetLibrary.rename_asset(
                f"{asset_path}",
                f"{asset_dir}/{asset_name}.{asset_name}"
            )

        self.imprint(
            folder_name,
            asset_dir,
            container_name,
            asset_name,
            context["representation"],
            product_type,
            context["project"]["name"]
        )

        asset_content = unreal.EditorAssetLibrary.list_assets(
            asset_dir, recursive=True, include_folder=True
        )

        for a in asset_content:
            unreal.EditorAssetLibrary.save_asset(a)

        return asset_content

    def update(self, container, context):
        folder_path = context["folder"]["path"]
        product_type = context["product"]["productType"]
        repre_entity = context["representation"]

        # Create directory for asset and Ayon container
        suffix = "_CON"
        path = get_representation_path(repre_entity)
        ext = os.path.splitext(path)[-1].lstrip(".")
        asset_root, asset_name = format_asset_directory(context, self.loaded_asset_dir)
        tools = unreal.AssetToolsHelpers().get_asset_tools()
        asset_dir, container_name = tools.create_unique_asset_name(
            asset_root, suffix=f"_{ext}")

        container_name += suffix
        if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir):
            unreal.EditorAssetLibrary.make_directory(asset_dir)
        self.import_and_containerize(path, asset_dir, asset_name, container_name)

        self.imprint(
            folder_path,
            asset_dir,
            container_name,
            asset_name,
            repre_entity,
            product_type,
            context["project"]["name"]
        )

        asset_content = unreal.EditorAssetLibrary.list_assets(
            asset_dir, recursive=True, include_folder=False
        )

        for a in asset_content:
            unreal.EditorAssetLibrary.save_asset(a)

    def remove(self, container):
        path = container["namespace"]
        if unreal.EditorAssetLibrary.does_directory_exist(path):
            unreal.EditorAssetLibrary.delete_directory(path)

load(context, name, namespace, options)

Load and containerise representation into Content Browser.

Parameters:

Name Type Description Default
context dict

application context

required
name str

Product name

required
namespace str

in Unreal this is basically path to container. This is not passed here, so namespace is set by containerise() because only then we know real path.

required
data dict

Those would be data to be imprinted.

required

Returns:

Name Type Description
list str

list of container content

Source code in client/ayon_unreal/plugins/load/load_skeletalmesh_fbx.py
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def load(self, context, name, namespace, options):
    """Load and containerise representation into Content Browser.

    Args:
        context (dict): application context
        name (str): Product name
        namespace (str): in Unreal this is basically path to container.
                         This is not passed here, so namespace is set
                         by `containerise()` because only then we know
                         real path.
        data (dict): Those would be data to be imprinted.

    Returns:
        list(str): list of container content
    """
    # Create directory for asset and Ayon container
    folder_name = context["folder"]["name"]
    product_type = context["product"]["productType"]
    suffix = "_CON"
    path = self.filepath_from_context(context)
    ext = os.path.splitext(path)[-1].lstrip(".")
    asset_root, asset_name = format_asset_directory(context, self.loaded_asset_dir)

    tools = unreal.AssetToolsHelpers().get_asset_tools()
    asset_dir, container_name = tools.create_unique_asset_name(
        asset_root, suffix=f"_{ext}")

    container_name += suffix
    asset_path = has_asset_directory_pattern_matched(
        asset_name, asset_dir, name, extension=ext)
    if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir):
        unreal.EditorAssetLibrary.make_directory(asset_dir)

    self.import_and_containerize(
        path, asset_dir, asset_name,
        container_name, asset_path=asset_path
    )
    if asset_path:
        unreal.EditorAssetLibrary.rename_asset(
            f"{asset_path}",
            f"{asset_dir}/{asset_name}.{asset_name}"
        )

    self.imprint(
        folder_name,
        asset_dir,
        container_name,
        asset_name,
        context["representation"],
        product_type,
        context["project"]["name"]
    )

    asset_content = unreal.EditorAssetLibrary.list_assets(
        asset_dir, recursive=True, include_folder=True
    )

    for a in asset_content:
        unreal.EditorAssetLibrary.save_asset(a)

    return asset_content