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196 | 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)
|