diff --git a/.gitmodules b/.gitmodules deleted file mode 100644 index e69de29bb2d..00000000000 diff --git a/openpype/hosts/unreal/api/rendering.py b/openpype/hosts/unreal/api/rendering.py new file mode 100644 index 00000000000..38bcf21b1cf --- /dev/null +++ b/openpype/hosts/unreal/api/rendering.py @@ -0,0 +1,130 @@ +import unreal + +from openpype.hosts.unreal.api import pipeline + + +queue = None +executor = None + + +def _queue_finish_callback(exec, success): + unreal.log("Render completed. Success: " + str(success)) + + # Delete our reference so we don't keep it alive. + global executor + global queue + del executor + del queue + + +def _job_finish_callback(job, success): + # You can make any edits you want to the editor world here, and the world + # will be duplicated when the next render happens. Make sure you undo your + # edits in OnQueueFinishedCallback if you don't want to leak state changes + # into the editor world. + unreal.log("Individual job completed.") + + +def start_rendering(): + """ + Start the rendering process. + """ + print("Starting rendering...") + + # Get selected sequences + assets = unreal.EditorUtilityLibrary.get_selected_assets() + + # instances = pipeline.ls_inst() + instances = [ + a for a in assets + if a.get_class().get_name() == "OpenPypePublishInstance"] + + inst_data = [] + + for i in instances: + data = pipeline.parse_container(i.get_path_name()) + if data["family"] == "render": + inst_data.append(data) + + # subsystem = unreal.get_editor_subsystem( + # unreal.MoviePipelineQueueSubsystem) + # queue = subsystem.get_queue() + global queue + queue = unreal.MoviePipelineQueue() + + ar = unreal.AssetRegistryHelpers.get_asset_registry() + + for i in inst_data: + sequence = ar.get_asset_by_object_path(i["sequence"]).get_asset() + + sequences = [{ + "sequence": sequence, + "output": f"{i['subset']}/{sequence.get_name()}", + "frame_range": ( + int(float(i["startFrame"])), + int(float(i["endFrame"])) + 1) + }] + render_list = [] + + # Get all the sequences to render. If there are subsequences, + # add them and their frame ranges to the render list. We also + # use the names for the output paths. + for s in sequences: + tracks = s.get('sequence').get_master_tracks() + subscene_track = None + for t in tracks: + if t.get_class() == unreal.MovieSceneSubTrack.static_class(): + subscene_track = t + if subscene_track is not None and subscene_track.get_sections(): + subscenes = subscene_track.get_sections() + + for ss in subscenes: + sequences.append({ + "sequence": ss.get_sequence(), + "output": (f"{s.get('output')}/" + f"{ss.get_sequence().get_name()}"), + "frame_range": ( + ss.get_start_frame(), ss.get_end_frame()) + }) + else: + # Avoid rendering camera sequences + if "_camera" not in s.get('sequence').get_name(): + render_list.append(s) + + # Create the rendering jobs and add them to the queue. + for r in render_list: + job = queue.allocate_new_job(unreal.MoviePipelineExecutorJob) + job.sequence = unreal.SoftObjectPath(i["master_sequence"]) + job.map = unreal.SoftObjectPath(i["master_level"]) + job.author = "OpenPype" + + # User data could be used to pass data to the job, that can be + # read in the job's OnJobFinished callback. We could, + # for instance, pass the AvalonPublishInstance's path to the job. + # job.user_data = "" + + settings = job.get_configuration().find_or_add_setting_by_class( + unreal.MoviePipelineOutputSetting) + settings.output_resolution = unreal.IntPoint(1920, 1080) + settings.custom_start_frame = r.get("frame_range")[0] + settings.custom_end_frame = r.get("frame_range")[1] + settings.use_custom_playback_range = True + settings.file_name_format = "{sequence_name}.{frame_number}" + settings.output_directory.path += r.get('output') + + renderPass = job.get_configuration().find_or_add_setting_by_class( + unreal.MoviePipelineDeferredPassBase) + renderPass.disable_multisample_effects = True + + job.get_configuration().find_or_add_setting_by_class( + unreal.MoviePipelineImageSequenceOutput_PNG) + + # If there are jobs in the queue, start the rendering process. + if queue.get_jobs(): + global executor + executor = unreal.MoviePipelinePIEExecutor() + executor.on_executor_finished_delegate.add_callable_unique( + _queue_finish_callback) + executor.on_individual_job_finished_delegate.add_callable_unique( + _job_finish_callback) # Only available on PIE Executor + executor.execute(queue) diff --git a/openpype/hosts/unreal/api/tools_ui.py b/openpype/hosts/unreal/api/tools_ui.py index 93361c3574e..2500f8495f6 100644 --- a/openpype/hosts/unreal/api/tools_ui.py +++ b/openpype/hosts/unreal/api/tools_ui.py @@ -7,6 +7,7 @@ ) from openpype.tools.utils import host_tools from openpype.tools.utils.lib import qt_app_context +from openpype.hosts.unreal.api import rendering class ToolsBtnsWidget(QtWidgets.QWidget): @@ -20,6 +21,7 @@ def __init__(self, parent=None): load_btn = QtWidgets.QPushButton("Load...", self) publish_btn = QtWidgets.QPushButton("Publish...", self) manage_btn = QtWidgets.QPushButton("Manage...", self) + render_btn = QtWidgets.QPushButton("Render...", self) experimental_tools_btn = QtWidgets.QPushButton( "Experimental tools...", self ) @@ -30,6 +32,7 @@ def __init__(self, parent=None): layout.addWidget(load_btn, 0) layout.addWidget(publish_btn, 0) layout.addWidget(manage_btn, 0) + layout.addWidget(render_btn, 0) layout.addWidget(experimental_tools_btn, 0) layout.addStretch(1) @@ -37,6 +40,7 @@ def __init__(self, parent=None): load_btn.clicked.connect(self._on_load) publish_btn.clicked.connect(self._on_publish) manage_btn.clicked.connect(self._on_manage) + render_btn.clicked.connect(self._on_render) experimental_tools_btn.clicked.connect(self._on_experimental) def _on_create(self): @@ -51,6 +55,9 @@ def _on_publish(self): def _on_manage(self): self.tool_required.emit("sceneinventory") + def _on_render(self): + rendering.start_rendering() + def _on_experimental(self): self.tool_required.emit("experimental_tools") diff --git a/openpype/hosts/unreal/lib.py b/openpype/hosts/unreal/lib.py index d4a776e892f..805e883c641 100644 --- a/openpype/hosts/unreal/lib.py +++ b/openpype/hosts/unreal/lib.py @@ -254,6 +254,7 @@ def create_unreal_project(project_name: str, {"Name": "PythonScriptPlugin", "Enabled": True}, {"Name": "EditorScriptingUtilities", "Enabled": True}, {"Name": "SequencerScripting", "Enabled": True}, + {"Name": "MovieRenderPipeline", "Enabled": True}, {"Name": "OpenPype", "Enabled": True} ] } diff --git a/openpype/hosts/unreal/plugins/create/create_layout.py b/openpype/hosts/unreal/plugins/create/create_layout.py index 751bece1676..5fef08ce2ac 100644 --- a/openpype/hosts/unreal/plugins/create/create_layout.py +++ b/openpype/hosts/unreal/plugins/create/create_layout.py @@ -1,5 +1,6 @@ # -*- coding: utf-8 -*- -from unreal import EditorLevelLibrary as ell +from unreal import EditorLevelLibrary + from openpype.hosts.unreal.api import plugin from openpype.hosts.unreal.api.pipeline import instantiate @@ -28,13 +29,13 @@ def process(self): # sel_objects = unreal.EditorUtilityLibrary.get_selected_assets() # selection = [a.get_path_name() for a in sel_objects] - data["level"] = ell.get_editor_world().get_path_name() + data["level"] = EditorLevelLibrary.get_editor_world().get_path_name() data["members"] = [] if (self.options or {}).get("useSelection"): # Set as members the selected actors - for actor in ell.get_selected_level_actors(): + for actor in EditorLevelLibrary.get_selected_level_actors(): data["members"].append("{}.{}".format( actor.get_outer().get_name(), actor.get_name())) diff --git a/openpype/hosts/unreal/plugins/create/create_render.py b/openpype/hosts/unreal/plugins/create/create_render.py new file mode 100644 index 00000000000..1e6f5fb4d1d --- /dev/null +++ b/openpype/hosts/unreal/plugins/create/create_render.py @@ -0,0 +1,106 @@ +import unreal + +from openpype.pipeline import legacy_io +from openpype.hosts.unreal.api import pipeline +from openpype.hosts.unreal.api.plugin import Creator + + +class CreateRender(Creator): + """Create instance for sequence for rendering""" + + name = "unrealRender" + label = "Unreal - Render" + family = "render" + icon = "cube" + asset_types = ["LevelSequence"] + + root = "/Game/AvalonInstances" + suffix = "_INS" + + def __init__(self, *args, **kwargs): + super(CreateRender, self).__init__(*args, **kwargs) + + def process(self): + name = self.data["subset"] + + ar = unreal.AssetRegistryHelpers.get_asset_registry() + + # Get the master sequence and the master level. + # There should be only one sequence and one level in the directory. + filter = unreal.ARFilter( + class_names=["LevelSequence"], + package_paths=[f"/Game/OpenPype/{self.data['asset']}"], + recursive_paths=False) + sequences = ar.get_assets(filter) + ms = sequences[0].object_path + filter = unreal.ARFilter( + class_names=["World"], + package_paths=[f"/Game/OpenPype/{self.data['asset']}"], + recursive_paths=False) + levels = ar.get_assets(filter) + ml = levels[0].object_path + + selection = [] + if (self.options or {}).get("useSelection"): + sel_objects = unreal.EditorUtilityLibrary.get_selected_assets() + selection = [ + a.get_path_name() for a in sel_objects + if a.get_class().get_name() in self.asset_types] + + unreal.log("selection: {}".format(selection)) + # instantiate(self.root, name, self.data, selection, self.suffix) + # container_name = "{}{}".format(name, self.suffix) + + # if we specify assets, create new folder and move them there. If not, + # just create empty folder + # new_name = pipeline.create_folder(self.root, name) + path = "{}/{}".format(self.root, name) + unreal.EditorAssetLibrary.make_directory(path) + + ar = unreal.AssetRegistryHelpers.get_asset_registry() + + for a in selection: + d = self.data.copy() + d["members"] = [a] + d["sequence"] = a + d["master_sequence"] = ms + d["master_level"] = ml + asset = ar.get_asset_by_object_path(a).get_asset() + asset_name = asset.get_name() + + # Get frame range. We need to go through the hierarchy and check + # the frame range for the children. + asset_data = legacy_io.find_one({ + "type": "asset", + "name": asset_name + }) + id = asset_data.get('_id') + + elements = list( + legacy_io.find({"type": "asset", "data.visualParent": id})) + + if elements: + start_frames = [] + end_frames = [] + for e in elements: + start_frames.append(e.get('data').get('clipIn')) + end_frames.append(e.get('data').get('clipOut')) + + elements.extend(legacy_io.find({ + "type": "asset", + "data.visualParent": e.get('_id') + })) + + min_frame = min(start_frames) + max_frame = max(end_frames) + else: + min_frame = asset_data.get('data').get('clipIn') + max_frame = asset_data.get('data').get('clipOut') + + d["startFrame"] = min_frame + d["endFrame"] = max_frame + + container_name = f"{asset_name}{self.suffix}" + pipeline.create_publish_instance( + instance=container_name, path=path) + pipeline.imprint("{}/{}".format(path, container_name), d) diff --git a/openpype/hosts/unreal/plugins/load/load_animation.py b/openpype/hosts/unreal/plugins/load/load_animation.py index c9a16330314..c7581e0cdd3 100644 --- a/openpype/hosts/unreal/plugins/load/load_animation.py +++ b/openpype/hosts/unreal/plugins/load/load_animation.py @@ -3,13 +3,17 @@ import os import json +import unreal +from unreal import EditorAssetLibrary +from unreal import MovieSceneSkeletalAnimationTrack +from unreal import MovieSceneSkeletalAnimationSection + from openpype.pipeline import ( get_representation_path, AVALON_CONTAINER_ID ) from openpype.hosts.unreal.api import plugin from openpype.hosts.unreal.api import pipeline as unreal_pipeline -import unreal # noqa class AnimationFBXLoader(plugin.Loader): @@ -21,59 +25,13 @@ class AnimationFBXLoader(plugin.Loader): icon = "cube" color = "orange" - def load(self, context, name, namespace, options=None): - """ - 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): subset 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 - - """ - # Create directory for asset and OpenPype container - root = "/Game/OpenPype/Assets" - asset = context.get('asset').get('name') - suffix = "_CON" - if asset: - asset_name = "{}_{}".format(asset, name) - else: - asset_name = "{}".format(name) - - tools = unreal.AssetToolsHelpers().get_asset_tools() - asset_dir, container_name = tools.create_unique_asset_name( - "{}/{}/{}".format(root, asset, name), suffix="") - - container_name += suffix - - unreal.EditorAssetLibrary.make_directory(asset_dir) - + def _process(self, asset_dir, asset_name, instance_name): automated = False actor = None task = unreal.AssetImportTask() task.options = unreal.FbxImportUI() - lib_path = self.fname.replace("fbx", "json") - - with open(lib_path, "r") as fp: - data = json.load(fp) - - instance_name = data.get("instance_name") - if instance_name: automated = True # Old method to get the actor @@ -131,6 +89,116 @@ def load(self, context, name, namespace, options=None): unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) + asset_content = EditorAssetLibrary.list_assets( + asset_dir, recursive=True, include_folder=True + ) + + animation = None + + for a in asset_content: + imported_asset_data = EditorAssetLibrary.find_asset_data(a) + imported_asset = unreal.AssetRegistryHelpers.get_asset( + imported_asset_data) + if imported_asset.__class__ == unreal.AnimSequence: + animation = imported_asset + break + + if animation: + animation.set_editor_property('enable_root_motion', True) + actor.skeletal_mesh_component.set_editor_property( + 'animation_mode', unreal.AnimationMode.ANIMATION_SINGLE_NODE) + actor.skeletal_mesh_component.animation_data.set_editor_property( + 'anim_to_play', animation) + + return animation + + def load(self, context, name, namespace, options=None): + """ + 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): subset 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 + """ + + # Create directory for asset and avalon container + hierarchy = context.get('asset').get('data').get('parents') + root = "/Game/OpenPype" + asset = context.get('asset').get('name') + suffix = "_CON" + if asset: + asset_name = "{}_{}".format(asset, name) + else: + asset_name = "{}".format(name) + + tools = unreal.AssetToolsHelpers().get_asset_tools() + asset_dir, container_name = tools.create_unique_asset_name( + f"{root}/Animations/{asset}/{name}", suffix="") + + hierarchy_dir = root + for h in hierarchy: + hierarchy_dir = f"{hierarchy_dir}/{h}" + hierarchy_dir = f"{hierarchy_dir}/{asset}" + + container_name += suffix + + EditorAssetLibrary.make_directory(asset_dir) + + libpath = self.fname.replace("fbx", "json") + + with open(libpath, "r") as fp: + data = json.load(fp) + + instance_name = data.get("instance_name") + + animation = self._process(asset_dir, container_name, instance_name) + + asset_content = EditorAssetLibrary.list_assets( + hierarchy_dir, recursive=True, include_folder=False) + + # Get the sequence for the layout, excluding the camera one. + sequences = [a for a in asset_content + if (EditorAssetLibrary.find_asset_data(a).get_class() == + unreal.LevelSequence.static_class() and + "_camera" not in a.split("/")[-1])] + + ar = unreal.AssetRegistryHelpers.get_asset_registry() + + for s in sequences: + sequence = ar.get_asset_by_object_path(s).get_asset() + possessables = [ + p for p in sequence.get_possessables() + if p.get_display_name() == instance_name] + + for p in possessables: + tracks = [ + t for t in p.get_tracks() + if (t.get_class() == + MovieSceneSkeletalAnimationTrack.static_class())] + + for t in tracks: + sections = [ + s for s in t.get_sections() + if (s.get_class() == + MovieSceneSkeletalAnimationSection.static_class())] + + for s in sections: + s.params.set_editor_property('animation', animation) + # Create Asset Container unreal_pipeline.create_container( container=container_name, path=asset_dir) @@ -150,29 +218,11 @@ def load(self, context, name, namespace, options=None): unreal_pipeline.imprint( "{}/{}".format(asset_dir, container_name), data) - asset_content = unreal.EditorAssetLibrary.list_assets( - asset_dir, recursive=True, include_folder=True - ) - - animation = None - - for a in asset_content: - unreal.EditorAssetLibrary.save_asset(a) - imported_asset_data = unreal.EditorAssetLibrary.find_asset_data(a) - imported_asset = unreal.AssetRegistryHelpers.get_asset( - imported_asset_data) - if imported_asset.__class__ == unreal.AnimSequence: - animation = imported_asset - break - - if animation: - animation.set_editor_property('enable_root_motion', True) - actor.skeletal_mesh_component.set_editor_property( - 'animation_mode', unreal.AnimationMode.ANIMATION_SINGLE_NODE) - actor.skeletal_mesh_component.animation_data.set_editor_property( - 'anim_to_play', animation) + imported_content = EditorAssetLibrary.list_assets( + asset_dir, recursive=True, include_folder=False) - return asset_content + for a in imported_content: + EditorAssetLibrary.save_asset(a) def update(self, container, representation): name = container["asset_name"] @@ -218,7 +268,7 @@ def update(self, container, representation): task.options.anim_sequence_import_data.set_editor_property( 'convert_scene', True) - skeletal_mesh = unreal.EditorAssetLibrary.load_asset( + skeletal_mesh = EditorAssetLibrary.load_asset( container.get('namespace') + "/" + container.get('asset_name')) skeleton = skeletal_mesh.get_editor_property('skeleton') task.options.set_editor_property('skeleton', skeleton) @@ -235,22 +285,22 @@ def update(self, container, representation): "parent": str(representation["parent"]) }) - asset_content = unreal.EditorAssetLibrary.list_assets( + asset_content = EditorAssetLibrary.list_assets( destination_path, recursive=True, include_folder=True ) for a in asset_content: - unreal.EditorAssetLibrary.save_asset(a) + EditorAssetLibrary.save_asset(a) def remove(self, container): path = container["namespace"] parent_path = os.path.dirname(path) - unreal.EditorAssetLibrary.delete_directory(path) + EditorAssetLibrary.delete_directory(path) - asset_content = unreal.EditorAssetLibrary.list_assets( + asset_content = EditorAssetLibrary.list_assets( parent_path, recursive=False, include_folder=True ) if len(asset_content) == 0: - unreal.EditorAssetLibrary.delete_directory(parent_path) + EditorAssetLibrary.delete_directory(parent_path) diff --git a/openpype/hosts/unreal/plugins/load/load_camera.py b/openpype/hosts/unreal/plugins/load/load_camera.py index 63c0845ec27..ea896f6c44f 100644 --- a/openpype/hosts/unreal/plugins/load/load_camera.py +++ b/openpype/hosts/unreal/plugins/load/load_camera.py @@ -2,13 +2,16 @@ """Load camera from FBX.""" import os +import unreal +from unreal import EditorAssetLibrary +from unreal import EditorLevelLibrary + from openpype.pipeline import ( AVALON_CONTAINER_ID, legacy_io, ) from openpype.hosts.unreal.api import plugin from openpype.hosts.unreal.api import pipeline as unreal_pipeline -import unreal # noqa class CameraLoader(plugin.Loader): @@ -20,6 +23,40 @@ class CameraLoader(plugin.Loader): icon = "cube" color = "orange" + def _get_data(self, asset_name): + asset_doc = legacy_io.find_one({ + "type": "asset", + "name": asset_name + }) + + return asset_doc.get("data") + + def _set_sequence_hierarchy( + self, seq_i, seq_j, min_frame_j, max_frame_j + ): + tracks = seq_i.get_master_tracks() + track = None + for t in tracks: + if t.get_class() == unreal.MovieSceneSubTrack.static_class(): + track = t + break + if not track: + track = seq_i.add_master_track(unreal.MovieSceneSubTrack) + + subscenes = track.get_sections() + subscene = None + for s in subscenes: + if s.get_editor_property('sub_sequence') == seq_j: + subscene = s + break + if not subscene: + subscene = track.add_section() + subscene.set_row_index(len(track.get_sections())) + subscene.set_editor_property('sub_sequence', seq_j) + subscene.set_range( + min_frame_j, + max_frame_j + 1) + def load(self, context, name, namespace, data): """ Load and containerise representation into Content Browser. @@ -43,8 +80,14 @@ def load(self, context, name, namespace, data): list(str): list of container content """ - # Create directory for asset and OpenPype container - root = "/Game/OpenPype/Assets" + # Create directory for asset and avalon container + hierarchy = context.get('asset').get('data').get('parents') + root = "/Game/OpenPype" + hierarchy_dir = root + hierarchy_list = [] + for h in hierarchy: + hierarchy_dir = f"{hierarchy_dir}/{h}" + hierarchy_list.append(hierarchy_dir) asset = context.get('asset').get('name') suffix = "_CON" if asset: @@ -54,10 +97,10 @@ def load(self, context, name, namespace, data): tools = unreal.AssetToolsHelpers().get_asset_tools() + # Create a unique name for the camera directory unique_number = 1 - - if unreal.EditorAssetLibrary.does_directory_exist(f"{root}/{asset}"): - asset_content = unreal.EditorAssetLibrary.list_assets( + if EditorAssetLibrary.does_directory_exist(f"{hierarchy_dir}/{asset}"): + asset_content = EditorAssetLibrary.list_assets( f"{root}/{asset}", recursive=False, include_folder=True ) @@ -76,42 +119,122 @@ def load(self, context, name, namespace, data): unique_number = f_numbers[-1] + 1 asset_dir, container_name = tools.create_unique_asset_name( - f"{root}/{asset}/{name}_{unique_number:02d}", suffix="") + f"{hierarchy_dir}/{asset}/{name}_{unique_number:02d}", suffix="") container_name += suffix - unreal.EditorAssetLibrary.make_directory(asset_dir) + current_level = EditorLevelLibrary.get_editor_world().get_full_name() + EditorLevelLibrary.save_all_dirty_levels() - sequence = tools.create_asset( - asset_name=asset_name, + ar = unreal.AssetRegistryHelpers.get_asset_registry() + filter = unreal.ARFilter( + class_names=["World"], + package_paths=[f"{hierarchy_dir}/{asset}/"], + recursive_paths=True) + maps = ar.get_assets(filter) + + # There should be only one map in the list + EditorLevelLibrary.load_level(maps[0].get_full_name()) + + # Get all the sequences in the hierarchy. It will create them, if + # they don't exist. + sequences = [] + frame_ranges = [] + i = 0 + for h in hierarchy_list: + root_content = EditorAssetLibrary.list_assets( + h, recursive=False, include_folder=False) + + existing_sequences = [ + EditorAssetLibrary.find_asset_data(asset) + for asset in root_content + if EditorAssetLibrary.find_asset_data( + asset).get_class().get_name() == 'LevelSequence' + ] + + if not existing_sequences: + scene = tools.create_asset( + asset_name=hierarchy[i], + package_path=h, + asset_class=unreal.LevelSequence, + factory=unreal.LevelSequenceFactoryNew() + ) + + asset_data = legacy_io.find_one({ + "type": "asset", + "name": h.split('/')[-1] + }) + + id = asset_data.get('_id') + + start_frames = [] + end_frames = [] + + elements = list( + legacy_io.find({"type": "asset", "data.visualParent": id})) + for e in elements: + start_frames.append(e.get('data').get('clipIn')) + end_frames.append(e.get('data').get('clipOut')) + + elements.extend(legacy_io.find({ + "type": "asset", + "data.visualParent": e.get('_id') + })) + + min_frame = min(start_frames) + max_frame = max(end_frames) + + scene.set_display_rate( + unreal.FrameRate(asset_data.get('data').get("fps"), 1.0)) + scene.set_playback_start(min_frame) + scene.set_playback_end(max_frame) + + sequences.append(scene) + frame_ranges.append((min_frame, max_frame)) + else: + for e in existing_sequences: + sequences.append(e.get_asset()) + frame_ranges.append(( + e.get_asset().get_playback_start(), + e.get_asset().get_playback_end())) + + i += 1 + + EditorAssetLibrary.make_directory(asset_dir) + + cam_seq = tools.create_asset( + asset_name=f"{asset}_camera", package_path=asset_dir, asset_class=unreal.LevelSequence, factory=unreal.LevelSequenceFactoryNew() ) - io_asset = legacy_io.Session["AVALON_ASSET"] - asset_doc = legacy_io.find_one({ - "type": "asset", - "name": io_asset - }) - - data = asset_doc.get("data") - - if data: - sequence.set_display_rate(unreal.FrameRate(data.get("fps"), 1.0)) - sequence.set_playback_start(data.get("frameStart")) - sequence.set_playback_end(data.get("frameEnd")) + # Add sequences data to hierarchy + for i in range(0, len(sequences) - 1): + self._set_sequence_hierarchy( + sequences[i], sequences[i + 1], + frame_ranges[i + 1][0], frame_ranges[i + 1][1]) + + data = self._get_data(asset) + cam_seq.set_display_rate( + unreal.FrameRate(data.get("fps"), 1.0)) + cam_seq.set_playback_start(0) + cam_seq.set_playback_end(data.get('clipOut') - data.get('clipIn') + 1) + self._set_sequence_hierarchy( + sequences[-1], cam_seq, + data.get('clipIn'), data.get('clipOut')) settings = unreal.MovieSceneUserImportFBXSettings() settings.set_editor_property('reduce_keys', False) - unreal.SequencerTools.import_fbx( - unreal.EditorLevelLibrary.get_editor_world(), - sequence, - sequence.get_bindings(), - settings, - self.fname - ) + if cam_seq: + unreal.SequencerTools.import_fbx( + EditorLevelLibrary.get_editor_world(), + cam_seq, + cam_seq.get_bindings(), + settings, + self.fname + ) # Create Asset Container unreal_pipeline.create_container( @@ -132,12 +255,15 @@ def load(self, context, name, namespace, data): unreal_pipeline.imprint( "{}/{}".format(asset_dir, container_name), data) - asset_content = unreal.EditorAssetLibrary.list_assets( + EditorLevelLibrary.save_all_dirty_levels() + EditorLevelLibrary.load_level(current_level) + + asset_content = EditorAssetLibrary.list_assets( asset_dir, recursive=True, include_folder=True ) for a in asset_content: - unreal.EditorAssetLibrary.save_asset(a) + EditorAssetLibrary.save_asset(a) return asset_content @@ -147,25 +273,25 @@ def update(self, container, representation): ar = unreal.AssetRegistryHelpers.get_asset_registry() tools = unreal.AssetToolsHelpers().get_asset_tools() - asset_content = unreal.EditorAssetLibrary.list_assets( + asset_content = EditorAssetLibrary.list_assets( path, recursive=False, include_folder=False ) asset_name = "" for a in asset_content: asset = ar.get_asset_by_object_path(a) if a.endswith("_CON"): - loaded_asset = unreal.EditorAssetLibrary.load_asset(a) - unreal.EditorAssetLibrary.set_metadata_tag( + loaded_asset = EditorAssetLibrary.load_asset(a) + EditorAssetLibrary.set_metadata_tag( loaded_asset, "representation", str(representation["_id"]) ) - unreal.EditorAssetLibrary.set_metadata_tag( + EditorAssetLibrary.set_metadata_tag( loaded_asset, "parent", str(representation["parent"]) ) - asset_name = unreal.EditorAssetLibrary.get_metadata_tag( + asset_name = EditorAssetLibrary.get_metadata_tag( loaded_asset, "asset_name" ) elif asset.asset_class == "LevelSequence": - unreal.EditorAssetLibrary.delete_asset(a) + EditorAssetLibrary.delete_asset(a) sequence = tools.create_asset( asset_name=asset_name, @@ -191,7 +317,7 @@ def update(self, container, representation): settings.set_editor_property('reduce_keys', False) unreal.SequencerTools.import_fbx( - unreal.EditorLevelLibrary.get_editor_world(), + EditorLevelLibrary.get_editor_world(), sequence, sequence.get_bindings(), settings, @@ -202,11 +328,11 @@ def remove(self, container): path = container["namespace"] parent_path = os.path.dirname(path) - unreal.EditorAssetLibrary.delete_directory(path) + EditorAssetLibrary.delete_directory(path) - asset_content = unreal.EditorAssetLibrary.list_assets( + asset_content = EditorAssetLibrary.list_assets( parent_path, recursive=False, include_folder=True ) if len(asset_content) == 0: - unreal.EditorAssetLibrary.delete_directory(parent_path) + EditorAssetLibrary.delete_directory(parent_path) diff --git a/openpype/hosts/unreal/plugins/load/load_layout.py b/openpype/hosts/unreal/plugins/load/load_layout.py index 7f6ce7d8222..e09255d88cf 100644 --- a/openpype/hosts/unreal/plugins/load/load_layout.py +++ b/openpype/hosts/unreal/plugins/load/load_layout.py @@ -7,6 +7,7 @@ import unreal from unreal import EditorAssetLibrary from unreal import EditorLevelLibrary +from unreal import EditorLevelUtils from unreal import AssetToolsHelpers from unreal import FBXImportType from unreal import MathLibrary as umath @@ -17,6 +18,7 @@ load_container, get_representation_path, AVALON_CONTAINER_ID, + legacy_io, ) from openpype.hosts.unreal.api import plugin from openpype.hosts.unreal.api import pipeline as unreal_pipeline @@ -31,7 +33,7 @@ class LayoutLoader(plugin.Loader): label = "Load Layout" icon = "code-fork" color = "orange" - ASSET_ROOT = "/Game/OpenPype/Assets" + ASSET_ROOT = "/Game/OpenPype" def _get_asset_containers(self, path): ar = unreal.AssetRegistryHelpers.get_asset_registry() @@ -85,11 +87,91 @@ def _get_abc_loader(loaders, family): return None - @staticmethod - def _process_family(assets, class_name, transform, inst_name=None): + def _get_data(self, asset_name): + asset_doc = legacy_io.find_one({ + "type": "asset", + "name": asset_name + }) + + return asset_doc.get("data") + + def _set_sequence_hierarchy( + self, seq_i, seq_j, max_frame_i, min_frame_j, max_frame_j, map_paths + ): + # Get existing sequencer tracks or create them if they don't exist + tracks = seq_i.get_master_tracks() + subscene_track = None + visibility_track = None + for t in tracks: + if t.get_class() == unreal.MovieSceneSubTrack.static_class(): + subscene_track = t + if (t.get_class() == + unreal.MovieSceneLevelVisibilityTrack.static_class()): + visibility_track = t + if not subscene_track: + subscene_track = seq_i.add_master_track(unreal.MovieSceneSubTrack) + if not visibility_track: + visibility_track = seq_i.add_master_track( + unreal.MovieSceneLevelVisibilityTrack) + + # Create the sub-scene section + subscenes = subscene_track.get_sections() + subscene = None + for s in subscenes: + if s.get_editor_property('sub_sequence') == seq_j: + subscene = s + break + if not subscene: + subscene = subscene_track.add_section() + subscene.set_row_index(len(subscene_track.get_sections())) + subscene.set_editor_property('sub_sequence', seq_j) + subscene.set_range( + min_frame_j, + max_frame_j + 1) + + # Create the visibility section + ar = unreal.AssetRegistryHelpers.get_asset_registry() + maps = [] + for m in map_paths: + # Unreal requires to load the level to get the map name + EditorLevelLibrary.save_all_dirty_levels() + EditorLevelLibrary.load_level(m) + maps.append(str(ar.get_asset_by_object_path(m).asset_name)) + + vis_section = visibility_track.add_section() + index = len(visibility_track.get_sections()) + + vis_section.set_range( + min_frame_j, + max_frame_j + 1) + vis_section.set_visibility(unreal.LevelVisibility.VISIBLE) + vis_section.set_row_index(index) + vis_section.set_level_names(maps) + + if min_frame_j > 1: + hid_section = visibility_track.add_section() + hid_section.set_range( + 1, + min_frame_j) + hid_section.set_visibility(unreal.LevelVisibility.HIDDEN) + hid_section.set_row_index(index) + hid_section.set_level_names(maps) + if max_frame_j < max_frame_i: + hid_section = visibility_track.add_section() + hid_section.set_range( + max_frame_j + 1, + max_frame_i + 1) + hid_section.set_visibility(unreal.LevelVisibility.HIDDEN) + hid_section.set_row_index(index) + hid_section.set_level_names(maps) + + def _process_family( + self, assets, class_name, transform, sequence, inst_name=None + ): ar = unreal.AssetRegistryHelpers.get_asset_registry() actors = [] + bindings = [] for asset in assets: obj = ar.get_asset_by_object_path(asset).get_asset() @@ -119,14 +201,23 @@ def _process_family(assets, class_name, transform, inst_name=None): ), False) actor.set_actor_scale3d(transform.get('scale')) + if class_name == 'SkeletalMesh': + skm_comp = actor.get_editor_property( + 'skeletal_mesh_component') + skm_comp.set_bounds_scale(10.0) + actors.append(actor) - return actors + binding = sequence.add_possessable(actor) + + bindings.append(binding) + + return actors, bindings - @staticmethod def _import_animation( - asset_dir, path, instance_name, skeleton, actors_dict, - animation_file): + self, asset_dir, path, instance_name, skeleton, actors_dict, + animation_file, bindings_dict, sequence + ): anim_file = Path(animation_file) anim_file_name = anim_file.with_suffix('') @@ -205,7 +296,20 @@ def _import_animation( actor.skeletal_mesh_component.animation_data.set_editor_property( 'anim_to_play', animation) - def _process(self, lib_path, asset_dir, loaded=None): + # Add animation to the sequencer + bindings = bindings_dict.get(instance_name) + + for binding in bindings: + binding.add_track(unreal.MovieSceneSkeletalAnimationTrack) + for track in binding.get_tracks(): + section = track.add_section() + section.set_range( + sequence.get_playback_start(), + sequence.get_playback_end()) + sec_params = section.get_editor_property('params') + sec_params.set_editor_property('animation', animation) + + def _process(self, lib_path, asset_dir, sequence, loaded=None): ar = unreal.AssetRegistryHelpers.get_asset_registry() with open(lib_path, "r") as fp: @@ -220,6 +324,7 @@ def _process(self, lib_path, asset_dir, loaded=None): skeleton_dict = {} actors_dict = {} + bindings_dict = {} for element in data: reference = None @@ -277,12 +382,13 @@ def _process(self, lib_path, asset_dir, loaded=None): actors = [] if family == 'model': - actors = self._process_family( - assets, 'StaticMesh', transform, inst) + actors, _ = self._process_family( + assets, 'StaticMesh', transform, sequence, inst) elif family == 'rig': - actors = self._process_family( - assets, 'SkeletalMesh', transform, inst) + actors, bindings = self._process_family( + assets, 'SkeletalMesh', transform, sequence, inst) actors_dict[inst] = actors + bindings_dict[inst] = bindings if family == 'rig': # Finds skeleton among the imported assets @@ -302,8 +408,8 @@ def _process(self, lib_path, asset_dir, loaded=None): if animation_file and skeleton: self._import_animation( - asset_dir, path, instance_name, skeleton, - actors_dict, animation_file) + asset_dir, path, instance_name, skeleton, actors_dict, + animation_file, bindings_dict, sequence) @staticmethod def _remove_family(assets, components, class_name, prop_name): @@ -369,7 +475,13 @@ def load(self, context, name, namespace, options): list(str): list of container content """ # Create directory for asset and avalon container + hierarchy = context.get('asset').get('data').get('parents') root = self.ASSET_ROOT + hierarchy_dir = root + hierarchy_list = [] + for h in hierarchy: + hierarchy_dir = f"{hierarchy_dir}/{h}" + hierarchy_list.append(hierarchy_dir) asset = context.get('asset').get('name') suffix = "_CON" if asset: @@ -379,13 +491,156 @@ def load(self, context, name, namespace, options): tools = unreal.AssetToolsHelpers().get_asset_tools() asset_dir, container_name = tools.create_unique_asset_name( - "{}/{}/{}".format(root, asset, name), suffix="") + "{}/{}/{}".format(hierarchy_dir, asset, name), suffix="") container_name += suffix EditorAssetLibrary.make_directory(asset_dir) - self._process(self.fname, asset_dir) + # Create map for the shot, and create hierarchy of map. If the maps + # already exist, we will use them. + maps = [] + for h in hierarchy_list: + a = h.split('/')[-1] + map = f"{h}/{a}_map.{a}_map" + new = False + + if not EditorAssetLibrary.does_asset_exist(map): + EditorLevelLibrary.new_level(f"{h}/{a}_map") + new = True + + maps.append({"map": map, "new": new}) + + EditorLevelLibrary.new_level(f"{asset_dir}/{asset}_map") + maps.append( + {"map": f"{asset_dir}/{asset}_map.{asset}_map", "new": True}) + + for i in range(0, len(maps) - 1): + for j in range(i + 1, len(maps)): + if maps[j].get('new'): + EditorLevelLibrary.load_level(maps[i].get('map')) + EditorLevelUtils.add_level_to_world( + EditorLevelLibrary.get_editor_world(), + maps[j].get('map'), + unreal.LevelStreamingDynamic + ) + EditorLevelLibrary.save_all_dirty_levels() + + EditorLevelLibrary.load_level(maps[-1].get('map')) + + # Get all the sequences in the hierarchy. It will create them, if + # they don't exist. + sequences = [] + frame_ranges = [] + i = 0 + for h in hierarchy_list: + root_content = EditorAssetLibrary.list_assets( + h, recursive=False, include_folder=False) + + existing_sequences = [ + EditorAssetLibrary.find_asset_data(asset) + for asset in root_content + if EditorAssetLibrary.find_asset_data( + asset).get_class().get_name() == 'LevelSequence' + ] + + if not existing_sequences: + sequence = tools.create_asset( + asset_name=hierarchy[i], + package_path=h, + asset_class=unreal.LevelSequence, + factory=unreal.LevelSequenceFactoryNew() + ) + + asset_data = legacy_io.find_one({ + "type": "asset", + "name": h.split('/')[-1] + }) + + id = asset_data.get('_id') + + start_frames = [] + end_frames = [] + + elements = list( + legacy_io.find({"type": "asset", "data.visualParent": id})) + for e in elements: + start_frames.append(e.get('data').get('clipIn')) + end_frames.append(e.get('data').get('clipOut')) + + elements.extend(legacy_io.find({ + "type": "asset", + "data.visualParent": e.get('_id') + })) + + min_frame = min(start_frames) + max_frame = max(end_frames) + + sequence.set_display_rate( + unreal.FrameRate(asset_data.get('data').get("fps"), 1.0)) + sequence.set_playback_start(min_frame) + sequence.set_playback_end(max_frame) + + sequences.append(sequence) + frame_ranges.append((min_frame, max_frame)) + + tracks = sequence.get_master_tracks() + track = None + for t in tracks: + if (t.get_class() == + unreal.MovieSceneCameraCutTrack.static_class()): + track = t + break + if not track: + track = sequence.add_master_track( + unreal.MovieSceneCameraCutTrack) + else: + for e in existing_sequences: + sequences.append(e.get_asset()) + frame_ranges.append(( + e.get_asset().get_playback_start(), + e.get_asset().get_playback_end())) + + i += 1 + + shot = tools.create_asset( + asset_name=asset, + package_path=asset_dir, + asset_class=unreal.LevelSequence, + factory=unreal.LevelSequenceFactoryNew() + ) + + # sequences and frame_ranges have the same length + for i in range(0, len(sequences) - 1): + maps_to_add = [] + for j in range(i + 1, len(maps)): + maps_to_add.append(maps[j].get('map')) + + self._set_sequence_hierarchy( + sequences[i], sequences[i + 1], + frame_ranges[i][1], + frame_ranges[i + 1][0], frame_ranges[i + 1][1], + maps_to_add) + + data = self._get_data(asset) + shot.set_display_rate( + unreal.FrameRate(data.get("fps"), 1.0)) + shot.set_playback_start(0) + shot.set_playback_end(data.get('clipOut') - data.get('clipIn') + 1) + self._set_sequence_hierarchy( + sequences[-1], shot, + frame_ranges[-1][1], + data.get('clipIn'), data.get('clipOut'), + [maps[-1].get('map')]) + + EditorLevelLibrary.load_level(maps[-1].get('map')) + + self._process(self.fname, asset_dir, shot) + + for s in sequences: + EditorAssetLibrary.save_asset(s.get_full_name()) + + EditorLevelLibrary.save_current_level() # Create Asset Container unreal_pipeline.create_container( @@ -412,6 +667,8 @@ def load(self, context, name, namespace, options): for a in asset_content: EditorAssetLibrary.save_asset(a) + EditorLevelLibrary.load_level(maps[0].get('map')) + return asset_content def update(self, container, representation): diff --git a/openpype/hosts/unreal/plugins/publish/extract_render.py b/openpype/hosts/unreal/plugins/publish/extract_render.py new file mode 100644 index 00000000000..37fe7e916fd --- /dev/null +++ b/openpype/hosts/unreal/plugins/publish/extract_render.py @@ -0,0 +1,48 @@ +from pathlib import Path + +import unreal + +import openpype.api + + +class ExtractRender(openpype.api.Extractor): + """Extract render.""" + + label = "Extract Render" + hosts = ["unreal"] + families = ["render"] + optional = True + + def process(self, instance): + # Define extract output file path + stagingdir = self.staging_dir(instance) + + # Perform extraction + self.log.info("Performing extraction..") + + # Get the render output directory + project_dir = unreal.Paths.project_dir() + render_dir = (f"{project_dir}/Saved/MovieRenders/" + f"{instance.data['subset']}") + + assert unreal.Paths.directory_exists(render_dir), \ + "Render directory does not exist" + + render_path = Path(render_dir) + + frames = [] + + for x in render_path.iterdir(): + if x.is_file() and x.suffix == '.png': + frames.append(str(x)) + + if "representations" not in instance.data: + instance.data["representations"] = [] + + render_representation = { + 'name': 'png', + 'ext': 'png', + 'files': frames, + "stagingDir": stagingdir, + } + instance.data["representations"].append(render_representation) diff --git a/openpype/modules/default_modules/ftrack/python2_vendor/arrow b/openpype/modules/default_modules/ftrack/python2_vendor/arrow new file mode 160000 index 00000000000..b746fedf728 --- /dev/null +++ b/openpype/modules/default_modules/ftrack/python2_vendor/arrow @@ -0,0 +1 @@ +Subproject commit b746fedf7286c3755a46f07ab72f4c414cd41fc0 diff --git a/openpype/modules/default_modules/ftrack/python2_vendor/ftrack-python-api b/openpype/modules/default_modules/ftrack/python2_vendor/ftrack-python-api new file mode 160000 index 00000000000..d277f474ab0 --- /dev/null +++ b/openpype/modules/default_modules/ftrack/python2_vendor/ftrack-python-api @@ -0,0 +1 @@ +Subproject commit d277f474ab016e7b53479c36af87cb861d0cc53e diff --git a/repos/avalon-unreal-integration b/repos/avalon-unreal-integration new file mode 160000 index 00000000000..43f6ea94398 --- /dev/null +++ b/repos/avalon-unreal-integration @@ -0,0 +1 @@ +Subproject commit 43f6ea943980b29c02a170942b566ae11f2b7080