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210 | class StaticMeshFBXLoader(plugin.Loader):
"""Load Unreal StaticMesh from FBX."""
product_types = {"model", "staticMesh"}
label = "Import FBX Static Mesh"
representations = {"fbx"}
icon = "cube"
color = "orange"
use_nanite = True
show_dialog = False
loaded_asset_dir = "{folder[path]}/{product[name]}_{version[version]}"
@classmethod
def apply_settings(cls, project_settings):
super(StaticMeshFBXLoader, cls).apply_settings(project_settings)
# Apply import settings
unreal_settings = project_settings.get("unreal", {})
import_settings = unreal_settings.get("import_settings", {})
cls.use_interchange = import_settings.get("interchange", {}).get(
"enabled", cls.use_interchange
)
cls.show_dialog = import_settings.get("show_dialog", cls.show_dialog)
cls.use_nanite = import_settings.get("use_nanite", cls.use_nanite)
cls.loaded_asset_dir = import_settings.get(
"loaded_asset_dir", cls.loaded_asset_dir)
@classmethod
def get_task(cls, filename, asset_dir, asset_name, replace):
task = unreal.AssetImportTask()
options = unreal.FbxImportUI()
import_data = unreal.FbxStaticMeshImportData()
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)
# set import options here
options.set_editor_property(
'automated_import_should_detect_type', False)
options.set_editor_property('import_animations', False)
import_data.set_editor_property('combine_meshes', True)
import_data.set_editor_property('remove_degenerates', False)
import_data.set_editor_property('build_nanite', cls.use_nanite) #nanite
options.static_mesh_import_data = import_data
task.options = options
return task
@classmethod
def import_and_containerize(
cls, filepath, asset_dir, container_name
):
unreal.log("Import using interchange method")
unreal.SystemLibrary.execute_console_command(None, "Interchange.FeatureFlags.Import.FBX 1")
import_asset_parameters = unreal.ImportAssetParameters()
import_asset_parameters.is_automated = not cls.show_dialog
source_data = unreal.InterchangeManager.create_source_data(filepath)
interchange_manager = unreal.InterchangeManager.get_interchange_manager_scripted()
interchange_manager.import_asset(asset_dir, source_data, import_asset_parameters)
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,
repre_entity,
product_type,
project_name
):
data = {
"schema": "ayon:container-2.0",
"id": AYON_CONTAINER_ID,
"namespace": asset_dir,
"folder_path": folder_path,
"container_name": container_name,
"asset_name": asset_name,
"loader": str(self.__class__.__name__),
"representation": repre_entity["id"],
"parent": repre_entity["versionId"],
"product_type": product_type,
# TODO these shold 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.
options (dict): Those would be data to be imprinted.
Returns:
list(str): list of container content
"""
# Create directory for asset and Ayon container
folder_path = context["folder"]["path"]
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
if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir):
unreal.EditorAssetLibrary.make_directory(asset_dir)
self.import_and_containerize(path, asset_dir, container_name)
self.imprint(
folder_path,
asset_dir,
container_name,
asset_name,
context["representation"],
context["product"]["productType"],
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, 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)
|