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load_yeticache

Loader for Yeti Cache.

YetiLoader

Bases: Loader

Load Yeti Cache

Source code in client/ayon_unreal/plugins/load/load_yeticache.py
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class YetiLoader(plugin.Loader):
    """Load Yeti Cache"""

    product_types = {"yeticacheUE"}
    label = "Import Yeti"
    representations = {"abc"}
    icon = "pagelines"
    color = "orange"

    loaded_asset_dir = "{folder[path]}/{product[name]}_{version[version]}"
    @classmethod
    def apply_settings(cls, project_settings):
        super(YetiLoader, cls).apply_settings(project_settings)
        # Apply import settings
        cls.loaded_asset_dir = (
            project_settings["unreal"]
                            ["import_settings"]
                            ["loaded_asset_dir"]
        )

    @staticmethod
    def get_task(filename, asset_dir, asset_name, replace):
        task = unreal.AssetImportTask()
        options = unreal.AbcImportSettings()

        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', True)
        task.set_editor_property('save', True)

        task.options = options

        return task

    @staticmethod
    def is_groom_module_active():
        """
        Check if Groom plugin is active.

        This is a workaround, because the Unreal python API don't have
        any method to check if plugin is active.
        """
        prj_file = unreal.Paths.get_project_file_path()

        with open(prj_file, "r") as fp:
            data = json.load(fp)

        plugins = data.get("Plugins")

        if not plugins:
            return False

        plugin_names = [p.get("Name") for p in plugins]

        return "HairStrands" in plugin_names

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

        This is two step process. First, import FBX to temporary path and
        then call `containerise()` on it - this moves all content to new
        directory and then it will create AssetContainer there and imprint it
        with metadata. This will mark this path as container.

        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. This is not used
                         now, data are imprinted by `containerise()`.

        Returns:
            list(str): list of container content

        """
        # Check if Groom plugin is active
        if not self.is_groom_module_active():
            raise RuntimeError("Groom plugin is not activated.")

        # 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 = unreal_pipeline.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 = f"{container_name}_{suffix}"
        asset_path = unreal_pipeline.has_asset_directory_pattern_matched(
            asset_name, asset_dir, name)
        if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir):
            unreal.EditorAssetLibrary.make_directory(asset_dir)
        task = None
        if asset_path:
            loaded_asset_dir = unreal.Paths.split(asset_path)[0]
            task = self.get_task(path, loaded_asset_dir, asset_name, True)
        else:
            if not unreal.EditorAssetLibrary.does_asset_exist(
                f"{asset_dir}/{asset_name}"):
                    task = self.get_task(path, asset_dir, asset_name, False)

        unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])  # noqa: E501

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

        data = {
            "schema": "ayon:container-2.0",
            "id": AYON_CONTAINER_ID,
            "namespace": asset_dir,
            "container_name": container_name,
            "folder_path": folder_path,
            "asset_name": asset_name,
            "loader": str(self.__class__.__name__),
            "representation": context["representation"]["id"],
            "parent": context["representation"]["versionId"],
            "product_type": context["product"]["productType"],
            # TODO these shold be probably removed
            "asset": folder_path,
            "family": context["product"]["productType"],
            "project_name": context["project"]["name"]
        }

        if asset_path:
            unreal.EditorAssetLibrary.rename_asset(
                f"{asset_path}",
                f"{asset_dir}/{asset_name}.{asset_name}"
            )
        unreal_pipeline.imprint(f"{asset_dir}/{container_name}", data)

        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):
        repre_entity = context["representation"]
        name = container["asset_name"]
        source_path = get_representation_path(repre_entity)
        destination_path = container["namespace"]

        task = self.get_task(source_path, destination_path, name, False)

        # do import fbx and replace existing data
        unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])

        container_path = f'{container["namespace"]}/{container["objectName"]}'
        # update metadata
        unreal_pipeline.imprint(
            container_path,
            {
                "representation": repre_entity["id"],
                "parent": repre_entity["versionId"],
                "project_name": context["project"]["name"]
            }
        )

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

        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)

is_groom_module_active() staticmethod

Check if Groom plugin is active.

This is a workaround, because the Unreal python API don't have any method to check if plugin is active.

Source code in client/ayon_unreal/plugins/load/load_yeticache.py
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@staticmethod
def is_groom_module_active():
    """
    Check if Groom plugin is active.

    This is a workaround, because the Unreal python API don't have
    any method to check if plugin is active.
    """
    prj_file = unreal.Paths.get_project_file_path()

    with open(prj_file, "r") as fp:
        data = json.load(fp)

    plugins = data.get("Plugins")

    if not plugins:
        return False

    plugin_names = [p.get("Name") for p in plugins]

    return "HairStrands" in plugin_names

load(context, name, namespace, options)

Load and containerise representation into Content Browser.

This is two step process. First, import FBX to temporary path and then call containerise() on it - this moves all content to new directory and then it will create AssetContainer there and imprint it with metadata. This will mark this path as container.

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. This is not used now, data are imprinted by containerise().

required

Returns:

Name Type Description
list str

list of container content

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

    This is two step process. First, import FBX to temporary path and
    then call `containerise()` on it - this moves all content to new
    directory and then it will create AssetContainer there and imprint it
    with metadata. This will mark this path as container.

    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. This is not used
                     now, data are imprinted by `containerise()`.

    Returns:
        list(str): list of container content

    """
    # Check if Groom plugin is active
    if not self.is_groom_module_active():
        raise RuntimeError("Groom plugin is not activated.")

    # 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 = unreal_pipeline.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 = f"{container_name}_{suffix}"
    asset_path = unreal_pipeline.has_asset_directory_pattern_matched(
        asset_name, asset_dir, name)
    if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir):
        unreal.EditorAssetLibrary.make_directory(asset_dir)
    task = None
    if asset_path:
        loaded_asset_dir = unreal.Paths.split(asset_path)[0]
        task = self.get_task(path, loaded_asset_dir, asset_name, True)
    else:
        if not unreal.EditorAssetLibrary.does_asset_exist(
            f"{asset_dir}/{asset_name}"):
                task = self.get_task(path, asset_dir, asset_name, False)

    unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])  # noqa: E501

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

    data = {
        "schema": "ayon:container-2.0",
        "id": AYON_CONTAINER_ID,
        "namespace": asset_dir,
        "container_name": container_name,
        "folder_path": folder_path,
        "asset_name": asset_name,
        "loader": str(self.__class__.__name__),
        "representation": context["representation"]["id"],
        "parent": context["representation"]["versionId"],
        "product_type": context["product"]["productType"],
        # TODO these shold be probably removed
        "asset": folder_path,
        "family": context["product"]["productType"],
        "project_name": context["project"]["name"]
    }

    if asset_path:
        unreal.EditorAssetLibrary.rename_asset(
            f"{asset_path}",
            f"{asset_dir}/{asset_name}.{asset_name}"
        )
    unreal_pipeline.imprint(f"{asset_dir}/{container_name}", data)

    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