From 10fa0ee5c463de5676a5e209e447c2a845f6b3f6 Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Wed, 15 Dec 2021 16:34:21 +0000 Subject: [PATCH 01/23] Implemented creator for render --- .../unreal/plugins/create/create_render.py | 52 +++++++++++++++++++ 1 file changed, 52 insertions(+) create mode 100644 openpype/hosts/unreal/plugins/create/create_render.py 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..a0bf320225e --- /dev/null +++ b/openpype/hosts/unreal/plugins/create/create_render.py @@ -0,0 +1,52 @@ +import unreal +from openpype.hosts.unreal.api.plugin import Creator +from avalon.unreal import pipeline + + +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"] + + print(self.data) + + 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["sequence"] = a + asset = ar.get_asset_by_object_path(a).get_asset() + container_name = asset.get_name() + pipeline.create_publish_instance(instance=container_name, path=path) + pipeline.imprint("{}/{}".format(path, container_name), d) + From 4ff7cf67ab7fe852216c7f408161ca0f9d0d5ecf Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Mon, 31 Jan 2022 11:20:13 +0000 Subject: [PATCH 02/23] Loading layouts and cameras now create level sequences for hierarchy --- .../hosts/unreal/plugins/load/load_camera.py | 143 ++++++++++++++--- .../hosts/unreal/plugins/load/load_layout.py | 149 ++++++++++++++++-- 2 files changed, 256 insertions(+), 36 deletions(-) diff --git a/openpype/hosts/unreal/plugins/load/load_camera.py b/openpype/hosts/unreal/plugins/load/load_camera.py index b2b25eec73b..00d17407f93 100644 --- a/openpype/hosts/unreal/plugins/load/load_camera.py +++ b/openpype/hosts/unreal/plugins/load/load_camera.py @@ -15,6 +15,20 @@ class CameraLoader(api.Loader): icon = "cube" color = "orange" + def _add_sub_sequence(self, master, sub): + track = master.add_master_track(unreal.MovieSceneCinematicShotTrack) + section = track.add_section() + section.set_editor_property('sub_sequence', sub) + return section + + def _get_data(self, asset_name): + asset_doc = io.find_one({ + "type": "asset", + "name": asset_name + }) + + return asset_doc.get("data") + def load(self, context, name, namespace, data): """ Load and containerise representation into Content Browser. @@ -39,7 +53,13 @@ def load(self, context, name, namespace, data): """ # Create directory for asset and avalon container - root = "/Game/Avalon/Assets" + hierarchy = context.get('asset').get('data').get('parents') + root = "/Game/Avalon" + 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: @@ -49,9 +69,9 @@ 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}"): + if unreal.EditorAssetLibrary.does_directory_exist(f"{hierarchy_dir}/{asset}"): asset_content = unreal.EditorAssetLibrary.list_assets( f"{root}/{asset}", recursive=False, include_folder=True ) @@ -71,42 +91,121 @@ 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 + # sequence = None + + # ar = unreal.AssetRegistryHelpers.get_asset_registry() + + # if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir): + # unreal.EditorAssetLibrary.make_directory(asset_dir) + + # sequence = tools.create_asset( + # asset_name=asset_name, + # package_path=asset_dir, + # asset_class=unreal.LevelSequence, + # factory=unreal.LevelSequenceFactoryNew() + # ) + # else: + # asset_content = unreal.EditorAssetLibrary.list_assets( + # asset_dir, recursive=False) + # for a in asset_content: + # obj = ar.get_asset_by_object_path(a) + # if obj.get_asset().get_class().get_name() == 'LevelSequence': + # sequence = obj.get_asset() + # break + + # assert sequence, "Sequence not found" + + # Get all the sequences in the hierarchy. It will create them, if + # they don't exist. + sequences = [] + i = 0 + for h in hierarchy_list: + root_content = unreal.EditorAssetLibrary.list_assets( + h, recursive=False, include_folder=False) + + existing_sequences = [ + unreal.EditorAssetLibrary.find_asset_data(asset) + for asset in root_content + if unreal.EditorAssetLibrary.find_asset_data( + asset).get_class().get_name() == 'LevelSequence' + ] + + # for asset in root_content: + # asset_data = EditorAssetLibrary.find_asset_data(asset) + # # imported_asset = unreal.AssetRegistryHelpers.get_asset( + # # imported_asset_data) + # if asset_data.get_class().get_name() == 'LevelSequence': + # break + + if not existing_sequences: + scene = tools.create_asset( + asset_name=hierarchy[i], + package_path=h, + asset_class=unreal.LevelSequence, + factory=unreal.LevelSequenceFactoryNew() + ) + sequences.append(scene) + else: + for e in existing_sequences: + sequences.append(e.get_asset()) + + i += 1 + unreal.EditorAssetLibrary.make_directory(asset_dir) - sequence = tools.create_asset( - asset_name=asset_name, + cam_seq = tools.create_asset( + asset_name=asset, package_path=asset_dir, asset_class=unreal.LevelSequence, factory=unreal.LevelSequenceFactoryNew() ) - io_asset = io.Session["AVALON_ASSET"] - asset_doc = io.find_one({ - "type": "asset", - "name": io_asset - }) + sequences.append(cam_seq) - data = asset_doc.get("data") + # Add sequences data to hierarchy + data_i = self._get_data(sequences[0].get_name()) + + for i in range(0, len(sequences) - 1): + section = self._add_sub_sequence(sequences[i], sequences[i + 1]) + + print(sequences[i]) + print(sequences[i + 1]) + + data_j = self._get_data(sequences[i + 1].get_name()) + + if data_i: + sequences[i].set_display_rate(unreal.FrameRate(data_i.get("fps"), 1.0)) + sequences[i].set_playback_start(data_i.get("frameStart")) + sequences[i].set_playback_end(data_i.get("frameEnd")) + if data_j: + section.set_range( + data_j.get("frameStart"), + data_j.get("frameEnd")) + + data_i = data_j + + data = self._get_data(asset) 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")) + cam_seq.set_display_rate(unreal.FrameRate(data.get("fps"), 1.0)) + cam_seq.set_playback_start(data.get("frameStart")) + cam_seq.set_playback_end(data.get("frameEnd")) 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( + unreal.EditorLevelLibrary.get_editor_world(), + cam_seq, + cam_seq.get_bindings(), + settings, + self.fname + ) # Create Asset Container lib.create_avalon_container(container=container_name, path=asset_dir) diff --git a/openpype/hosts/unreal/plugins/load/load_layout.py b/openpype/hosts/unreal/plugins/load/load_layout.py index 19d0b74e3e9..7554a4658b1 100644 --- a/openpype/hosts/unreal/plugins/load/load_layout.py +++ b/openpype/hosts/unreal/plugins/load/load_layout.py @@ -9,7 +9,7 @@ from unreal import FBXImportType from unreal import MathLibrary as umath -from avalon import api, pipeline +from avalon import api, io, pipeline from avalon.unreal import lib from avalon.unreal import pipeline as unreal_pipeline @@ -74,10 +74,26 @@ def _get_abc_loader(self, loaders, family): return None - def _process_family(self, assets, classname, transform, inst_name=None): + def _add_sub_sequence(self, master, sub): + track = master.add_master_track(unreal.MovieSceneCinematicShotTrack) + section = track.add_section() + section.set_editor_property('sub_sequence', sub) + return section + + def _get_data(self, asset_name): + asset_doc = io.find_one({ + "type": "asset", + "name": asset_name + }) + + return asset_doc.get("data") + + def _process_family( + self, assets, classname, 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() @@ -109,11 +125,17 @@ def _process_family(self, assets, classname, transform, inst_name=None): actors.append(actor) - return actors + binding = sequence.add_possessable(actor) + # root_component_binding = sequence.add_possessable(actor.root_component) + # root_component_binding.set_parent(binding) + + bindings.append(binding) + + return actors, bindings def _import_animation( self, asset_dir, path, instance_name, skeleton, actors_dict, - animation_file): + animation_file, bindings_dict, sequence): anim_file = Path(animation_file) anim_file_name = anim_file.with_suffix('') @@ -192,7 +214,20 @@ def _import_animation( actor.skeletal_mesh_component.animation_data.set_editor_property( 'anim_to_play', animation) - def _process(self, libpath, 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, libpath, asset_dir, sequence, loaded=None): ar = unreal.AssetRegistryHelpers.get_asset_registry() with open(libpath, "r") as fp: @@ -207,6 +242,7 @@ def _process(self, libpath, asset_dir, loaded=None): skeleton_dict = {} actors_dict = {} + bindings_dict = {} for element in data: reference = None @@ -264,12 +300,13 @@ def _process(self, libpath, 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 @@ -289,8 +326,13 @@ def _process(self, libpath, 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) + + # track = sequence.add_master_track( + # unreal.MovieSceneActorReferenceTrack) + # section = track.add_section() + # section.set_editor_property('sub_sequence', sequence) def _remove_family(self, assets, components, classname, propname): ar = unreal.AssetRegistryHelpers.get_asset_registry() @@ -356,7 +398,13 @@ def load(self, context, name, namespace, options): list(str): list of container content """ # Create directory for asset and avalon container - root = "/Game/Avalon/Assets" + hierarchy = context.get('asset').get('data').get('parents') + root = "/Game/Avalon" + 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: @@ -366,13 +414,86 @@ 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) + # Get all the sequences in the hierarchy. It will create them, if + # they don't exist. + sequences = [] + 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' + ] + + # for asset in root_content: + # asset_data = EditorAssetLibrary.find_asset_data(asset) + # # imported_asset = unreal.AssetRegistryHelpers.get_asset( + # # imported_asset_data) + # if asset_data.get_class().get_name() == 'LevelSequence': + # break + + if not existing_sequences: + scene = tools.create_asset( + asset_name=hierarchy[i], + package_path=h, + asset_class=unreal.LevelSequence, + factory=unreal.LevelSequenceFactoryNew() + ) + sequences.append(scene) + else: + for e in existing_sequences: + sequences.append(e.get_asset()) + + i += 1 + + # TODO: check if shot already exists + + shot = tools.create_asset( + asset_name=asset, + package_path=asset_dir, + asset_class=unreal.LevelSequence, + factory=unreal.LevelSequenceFactoryNew() + ) + + sequences.append(shot) + + # Add sequences data to hierarchy + data_i = self._get_data(sequences[0].get_name()) + + for i in range(0, len(sequences) - 1): + section = self._add_sub_sequence(sequences[i], sequences[i + 1]) + + data_j = self._get_data(sequences[i + 1].get_name()) + + if data_i: + sequences[i].set_display_rate(unreal.FrameRate(data_i.get("fps"), 1.0)) + sequences[i].set_playback_start(data_i.get("frameStart")) + sequences[i].set_playback_end(data_i.get("frameEnd")) + if data_j: + section.set_range( + data_j.get("frameStart"), + data_j.get("frameEnd")) + + data_i = data_j + + data = self._get_data(asset) + + if data: + shot.set_display_rate(unreal.FrameRate(data.get("fps"), 1.0)) + shot.set_playback_start(data.get("frameStart")) + shot.set_playback_end(data.get("frameEnd")) + + self._process(self.fname, asset_dir, shot) # Create Asset Container lib.create_avalon_container( From 5efc23c7433c08da7b42c182e7bcd1a4ad7b16ac Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Mon, 31 Jan 2022 11:22:47 +0000 Subject: [PATCH 03/23] Added button for starting the rendering of the selected instance --- openpype/hosts/unreal/api/rendering.py | 85 +++++++++++++++++++ openpype/hosts/unreal/api/tools_ui.py | 7 ++ .../unreal/plugins/create/create_render.py | 5 +- 3 files changed, 95 insertions(+), 2 deletions(-) create mode 100644 openpype/hosts/unreal/api/rendering.py diff --git a/openpype/hosts/unreal/api/rendering.py b/openpype/hosts/unreal/api/rendering.py new file mode 100644 index 00000000000..7c58987c0da --- /dev/null +++ b/openpype/hosts/unreal/api/rendering.py @@ -0,0 +1,85 @@ +import avalon.unreal.pipeline as pipeline +import avalon.unreal.lib as lib +import unreal + + +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() == "AvalonPublishInstance"] + + 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() + + for i in inst_data: + job = queue.allocate_new_job(unreal.MoviePipelineExecutorJob) + job.sequence = unreal.SoftObjectPath(i["sequence"]) + job.map = unreal.SoftObjectPath(i["map"]) + 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 = "" + + output_setting = job.get_configuration().find_or_add_setting_by_class( + unreal.MoviePipelineOutputSetting) + output_setting.output_resolution = unreal.IntPoint(1280, 720) + output_setting.file_name_format = "{sequence_name}.{frame_number}" + output_setting.output_directory.path += f"{i['subset']}/" + + 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) + + # TODO: check if queue is empty + + 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/plugins/create/create_render.py b/openpype/hosts/unreal/plugins/create/create_render.py index a0bf320225e..0128808a70a 100644 --- a/openpype/hosts/unreal/plugins/create/create_render.py +++ b/openpype/hosts/unreal/plugins/create/create_render.py @@ -44,9 +44,10 @@ def process(self): for a in selection: d = self.data.copy() + d["members"] = [a] d["sequence"] = a + d["map"] = unreal.EditorLevelLibrary.get_editor_world().get_path_name() asset = ar.get_asset_by_object_path(a).get_asset() - container_name = asset.get_name() + container_name = f"{asset.get_name()}{self.suffix}" pipeline.create_publish_instance(instance=container_name, path=path) pipeline.imprint("{}/{}".format(path, container_name), d) - From 67339b488be8727d864f4f7804dacc9d9f267e6a Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Mon, 31 Jan 2022 11:23:26 +0000 Subject: [PATCH 04/23] Implemented extraction of renders --- .../unreal/plugins/publish/extract_render.py | 46 +++++++++++++++++++ 1 file changed, 46 insertions(+) create mode 100644 openpype/hosts/unreal/plugins/publish/extract_render.py 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..7ba53c91555 --- /dev/null +++ b/openpype/hosts/unreal/plugins/publish/extract_render.py @@ -0,0 +1,46 @@ +from pathlib import Path +import openpype.api +from avalon import io +import unreal + + +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/{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) From 2966068aa58d7e42f5a86cd289355242a51e779b Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Tue, 15 Feb 2022 12:27:54 +0000 Subject: [PATCH 05/23] Layout and Cameras create the level and sequence hierarchy structure --- .../hosts/unreal/plugins/load/load_camera.py | 93 +++++------ .../hosts/unreal/plugins/load/load_layout.py | 147 +++++++++++++++--- 2 files changed, 159 insertions(+), 81 deletions(-) diff --git a/openpype/hosts/unreal/plugins/load/load_camera.py b/openpype/hosts/unreal/plugins/load/load_camera.py index 00d17407f93..feab531aaa4 100644 --- a/openpype/hosts/unreal/plugins/load/load_camera.py +++ b/openpype/hosts/unreal/plugins/load/load_camera.py @@ -15,12 +15,6 @@ class CameraLoader(api.Loader): icon = "cube" color = "orange" - def _add_sub_sequence(self, master, sub): - track = master.add_master_track(unreal.MovieSceneCinematicShotTrack) - section = track.add_section() - section.set_editor_property('sub_sequence', sub) - return section - def _get_data(self, asset_name): asset_doc = io.find_one({ "type": "asset", @@ -29,6 +23,35 @@ def _get_data(self, asset_name): return asset_doc.get("data") + def _set_sequence_hierarchy(self, seq_i, seq_j, data_i, data_j): + if data_i: + seq_i.set_display_rate(unreal.FrameRate(data_i.get("fps"), 1.0)) + seq_i.set_playback_start(data_i.get("frameStart")) + seq_i.set_playback_end(data_i.get("frameEnd") + 1) + + 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( + data_j.get("frameStart"), + data_j.get("frameEnd") + 1) + def load(self, context, name, namespace, data): """ Load and containerise representation into Content Browser. @@ -95,30 +118,6 @@ def load(self, context, name, namespace, data): container_name += suffix - # sequence = None - - # ar = unreal.AssetRegistryHelpers.get_asset_registry() - - # if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir): - # unreal.EditorAssetLibrary.make_directory(asset_dir) - - # sequence = tools.create_asset( - # asset_name=asset_name, - # package_path=asset_dir, - # asset_class=unreal.LevelSequence, - # factory=unreal.LevelSequenceFactoryNew() - # ) - # else: - # asset_content = unreal.EditorAssetLibrary.list_assets( - # asset_dir, recursive=False) - # for a in asset_content: - # obj = ar.get_asset_by_object_path(a) - # if obj.get_asset().get_class().get_name() == 'LevelSequence': - # sequence = obj.get_asset() - # break - - # assert sequence, "Sequence not found" - # Get all the sequences in the hierarchy. It will create them, if # they don't exist. sequences = [] @@ -134,13 +133,6 @@ def load(self, context, name, namespace, data): asset).get_class().get_name() == 'LevelSequence' ] - # for asset in root_content: - # asset_data = EditorAssetLibrary.find_asset_data(asset) - # # imported_asset = unreal.AssetRegistryHelpers.get_asset( - # # imported_asset_data) - # if asset_data.get_class().get_name() == 'LevelSequence': - # break - if not existing_sequences: scene = tools.create_asset( asset_name=hierarchy[i], @@ -158,42 +150,27 @@ def load(self, context, name, namespace, data): unreal.EditorAssetLibrary.make_directory(asset_dir) cam_seq = tools.create_asset( - asset_name=asset, + asset_name=f"{asset}_camera", package_path=asset_dir, asset_class=unreal.LevelSequence, factory=unreal.LevelSequenceFactoryNew() ) - sequences.append(cam_seq) - # Add sequences data to hierarchy data_i = self._get_data(sequences[0].get_name()) for i in range(0, len(sequences) - 1): - section = self._add_sub_sequence(sequences[i], sequences[i + 1]) - - print(sequences[i]) - print(sequences[i + 1]) - data_j = self._get_data(sequences[i + 1].get_name()) - if data_i: - sequences[i].set_display_rate(unreal.FrameRate(data_i.get("fps"), 1.0)) - sequences[i].set_playback_start(data_i.get("frameStart")) - sequences[i].set_playback_end(data_i.get("frameEnd")) - if data_j: - section.set_range( - data_j.get("frameStart"), - data_j.get("frameEnd")) + self._set_sequence_hierarchy( + sequences[i], sequences[i + 1], data_i, data_j) data_i = data_j + parent_data = self._get_data(sequences[-1].get_name()) data = self._get_data(asset) - - if data: - cam_seq.set_display_rate(unreal.FrameRate(data.get("fps"), 1.0)) - cam_seq.set_playback_start(data.get("frameStart")) - cam_seq.set_playback_end(data.get("frameEnd")) + self._set_sequence_hierarchy( + sequences[-1], cam_seq, parent_data, data) settings = unreal.MovieSceneUserImportFBXSettings() settings.set_editor_property('reduce_keys', False) diff --git a/openpype/hosts/unreal/plugins/load/load_layout.py b/openpype/hosts/unreal/plugins/load/load_layout.py index 7554a4658b1..a7d5a5841fc 100644 --- a/openpype/hosts/unreal/plugins/load/load_layout.py +++ b/openpype/hosts/unreal/plugins/load/load_layout.py @@ -5,6 +5,7 @@ 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 @@ -74,12 +75,6 @@ def _get_abc_loader(self, loaders, family): return None - def _add_sub_sequence(self, master, sub): - track = master.add_master_track(unreal.MovieSceneCinematicShotTrack) - section = track.add_section() - section.set_editor_property('sub_sequence', sub) - return section - def _get_data(self, asset_name): asset_doc = io.find_one({ "type": "asset", @@ -88,6 +83,78 @@ def _get_data(self, asset_name): return asset_doc.get("data") + def _set_sequence_hierarchy(self, seq_i, seq_j, data_i, data_j, map_paths): + # Set data for the parent sequence + if data_i: + seq_i.set_display_rate(unreal.FrameRate(data_i.get("fps"), 1.0)) + seq_i.set_playback_start(data_i.get("frameStart")) + seq_i.set_playback_end(data_i.get("frameEnd") + 1) + + # 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( + data_j.get("frameStart"), + data_j.get("frameEnd") + 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( + data_j.get("frameStart"), + data_j.get("frameEnd") + 1) + vis_section.set_visibility(unreal.LevelVisibility.VISIBLE) + vis_section.set_row_index(index) + vis_section.set_level_names(maps) + + if data_j.get("frameStart") > 1: + hid_section = visibility_track.add_section() + hid_section.set_range( + 1, + data_j.get("frameStart")) + hid_section.set_visibility(unreal.LevelVisibility.HIDDEN) + hid_section.set_row_index(index) + hid_section.set_level_names(maps) + if data_j.get("frameEnd") < data_i.get("frameEnd"): + hid_section = visibility_track.add_section() + hid_section.set_range( + data_j.get("frameEnd") + 1, + data_i.get("frameEnd") + 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, classname, transform, sequence, inst_name=None): ar = unreal.AssetRegistryHelpers.get_asset_registry() @@ -420,6 +487,37 @@ def load(self, context, name, namespace, options): EditorAssetLibrary.make_directory(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 = [] @@ -456,8 +554,6 @@ def load(self, context, name, namespace, options): i += 1 - # TODO: check if shot already exists - shot = tools.create_asset( asset_name=asset, package_path=asset_dir, @@ -465,36 +561,39 @@ def load(self, context, name, namespace, options): factory=unreal.LevelSequenceFactoryNew() ) - sequences.append(shot) - # Add sequences data to hierarchy data_i = self._get_data(sequences[0].get_name()) for i in range(0, len(sequences) - 1): - section = self._add_sub_sequence(sequences[i], sequences[i + 1]) + maps_to_add = [] + for j in range(i + 1, len(maps)): + maps_to_add.append(maps[j].get('map')) data_j = self._get_data(sequences[i + 1].get_name()) - if data_i: - sequences[i].set_display_rate(unreal.FrameRate(data_i.get("fps"), 1.0)) - sequences[i].set_playback_start(data_i.get("frameStart")) - sequences[i].set_playback_end(data_i.get("frameEnd")) - if data_j: - section.set_range( - data_j.get("frameStart"), - data_j.get("frameEnd")) + self._set_sequence_hierarchy( + sequences[i], sequences[i + 1], + data_i, data_j, + maps_to_add) data_i = data_j + parent_data = self._get_data(sequences[-1].get_name()) data = self._get_data(asset) + self._set_sequence_hierarchy( + sequences[-1], shot, + parent_data, data, + [maps[-1].get('map')]) - if data: - shot.set_display_rate(unreal.FrameRate(data.get("fps"), 1.0)) - shot.set_playback_start(data.get("frameStart")) - shot.set_playback_end(data.get("frameEnd")) + 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 lib.create_avalon_container( container=container_name, path=asset_dir) @@ -520,6 +619,8 @@ 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): From 9e7208187599b8095c9e03a873b750682862e717 Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Wed, 16 Feb 2022 09:48:28 +0000 Subject: [PATCH 06/23] Animation are added to sequence when loaded --- .../unreal/plugins/load/load_animation.py | 188 +++++++++++------- 1 file changed, 119 insertions(+), 69 deletions(-) diff --git a/openpype/hosts/unreal/plugins/load/load_animation.py b/openpype/hosts/unreal/plugins/load/load_animation.py index 20baa30847e..7d054c48994 100644 --- a/openpype/hosts/unreal/plugins/load/load_animation.py +++ b/openpype/hosts/unreal/plugins/load/load_animation.py @@ -1,10 +1,14 @@ import os import json +import unreal +from unreal import EditorAssetLibrary +from unreal import MovieSceneSkeletalAnimationTrack +from unreal import MovieSceneSkeletalAnimationSection + from avalon import api, pipeline from avalon.unreal import lib from avalon.unreal import pipeline as unreal_pipeline -import unreal class AnimationFBXLoader(api.Loader): @@ -16,59 +20,13 @@ class AnimationFBXLoader(api.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 avalon container - root = "/Game/Avalon/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() - libpath = self.fname.replace("fbx", "json") - - with open(libpath, "r") as fp: - data = json.load(fp) - - instance_name = data.get("instance_name") - if instance_name: automated = True # Old method to get the actor @@ -126,25 +84,6 @@ def load(self, context, name, namespace, options=None): unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) - # Create Asset Container - lib.create_avalon_container( - container=container_name, path=asset_dir) - - data = { - "schema": "openpype:container-2.0", - "id": pipeline.AVALON_CONTAINER_ID, - "asset": asset, - "namespace": asset_dir, - "container_name": container_name, - "asset_name": asset_name, - "loader": str(self.__class__.__name__), - "representation": context["representation"]["_id"], - "parent": context["representation"]["parent"], - "family": context["representation"]["context"]["family"] - } - unreal_pipeline.imprint( - "{}/{}".format(asset_dir, container_name), data) - asset_content = unreal.EditorAssetLibrary.list_assets( asset_dir, recursive=True, include_folder=True ) @@ -152,7 +91,6 @@ def load(self, context, name, namespace, options=None): 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) @@ -167,7 +105,119 @@ def load(self, context, name, namespace, options=None): actor.skeletal_mesh_component.animation_data.set_editor_property( 'anim_to_play', animation) - return asset_content + 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/Avalon" + 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}/Assets/{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 + + unreal.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 = unreal.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 + lib.create_avalon_container( + container=container_name, path=asset_dir) + + data = { + "schema": "openpype:container-2.0", + "id": pipeline.AVALON_CONTAINER_ID, + "asset": asset, + "namespace": asset_dir, + "container_name": container_name, + "asset_name": asset_name, + "loader": str(self.__class__.__name__), + "representation": context["representation"]["_id"], + "parent": context["representation"]["parent"], + "family": context["representation"]["context"]["family"] + } + unreal_pipeline.imprint( + "{}/{}".format(asset_dir, container_name), data) + + imported_content = unreal.EditorAssetLibrary.list_assets( + asset_dir, recursive=True, include_folder=False) + + for a in imported_content: + unreal.EditorAssetLibrary.save_asset(a) def update(self, container, representation): name = container["asset_name"] From d11a871bb181d0934efda4579ccafb5c73cb8c17 Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Thu, 17 Feb 2022 16:34:18 +0000 Subject: [PATCH 07/23] Changed logic to obtain min and max frame of sequences --- .../hosts/unreal/plugins/load/load_camera.py | 32 ++++++++++++++--- .../hosts/unreal/plugins/load/load_layout.py | 35 +++++++++++++++---- 2 files changed, 55 insertions(+), 12 deletions(-) diff --git a/openpype/hosts/unreal/plugins/load/load_camera.py b/openpype/hosts/unreal/plugins/load/load_camera.py index feab531aaa4..2d29319fc7a 100644 --- a/openpype/hosts/unreal/plugins/load/load_camera.py +++ b/openpype/hosts/unreal/plugins/load/load_camera.py @@ -24,11 +24,6 @@ def _get_data(self, asset_name): return asset_doc.get("data") def _set_sequence_hierarchy(self, seq_i, seq_j, data_i, data_j): - if data_i: - seq_i.set_display_rate(unreal.FrameRate(data_i.get("fps"), 1.0)) - seq_i.set_playback_start(data_i.get("frameStart")) - seq_i.set_playback_end(data_i.get("frameEnd") + 1) - tracks = seq_i.get_master_tracks() track = None for t in tracks: @@ -140,6 +135,33 @@ def load(self, context, name, namespace, data): asset_class=unreal.LevelSequence, factory=unreal.LevelSequenceFactoryNew() ) + + asset_data = io.find_one({ + "type": "asset", + "name": h.split('/')[-1] + }) + + id = asset_data.get('_id') + + start_frames = [] + end_frames = [] + + elements = list( + 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(io.find({ + "type": "asset", + "data.visualParent": e.get('_id') + })) + + scene.set_display_rate( + unreal.FrameRate(asset_data.get('data').get("fps"), 1.0)) + scene.set_playback_start(min(start_frames)) + scene.set_playback_end(max(end_frames)) + sequences.append(scene) else: for e in existing_sequences: diff --git a/openpype/hosts/unreal/plugins/load/load_layout.py b/openpype/hosts/unreal/plugins/load/load_layout.py index a7d5a5841fc..a36bd6663a5 100644 --- a/openpype/hosts/unreal/plugins/load/load_layout.py +++ b/openpype/hosts/unreal/plugins/load/load_layout.py @@ -1,4 +1,4 @@ -import os +import os, sys import json from pathlib import Path @@ -84,12 +84,6 @@ def _get_data(self, asset_name): return asset_doc.get("data") def _set_sequence_hierarchy(self, seq_i, seq_j, data_i, data_j, map_paths): - # Set data for the parent sequence - if data_i: - seq_i.set_display_rate(unreal.FrameRate(data_i.get("fps"), 1.0)) - seq_i.set_playback_start(data_i.get("frameStart")) - seq_i.set_playback_end(data_i.get("frameEnd") + 1) - # Get existing sequencer tracks or create them if they don't exist tracks = seq_i.get_master_tracks() subscene_track = None @@ -547,6 +541,33 @@ def load(self, context, name, namespace, options): asset_class=unreal.LevelSequence, factory=unreal.LevelSequenceFactoryNew() ) + + asset_data = io.find_one({ + "type": "asset", + "name": h.split('/')[-1] + }) + + id = asset_data.get('_id') + + start_frames = [] + end_frames = [] + + elements = list( + 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(io.find({ + "type": "asset", + "data.visualParent": e.get('_id') + })) + + scene.set_display_rate( + unreal.FrameRate(asset_data.get('data').get("fps"), 1.0)) + scene.set_playback_start(min(start_frames)) + scene.set_playback_end(max(end_frames)) + sequences.append(scene) else: for e in existing_sequences: From ce4984d7e60488b20e08850a87468f488805822c Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Thu, 17 Feb 2022 17:35:14 +0000 Subject: [PATCH 08/23] Camera is now saved in the right level --- .../hosts/unreal/plugins/load/load_camera.py | 23 +++++++++++++++++++ 1 file changed, 23 insertions(+) diff --git a/openpype/hosts/unreal/plugins/load/load_camera.py b/openpype/hosts/unreal/plugins/load/load_camera.py index 2d29319fc7a..61d9c04d2f2 100644 --- a/openpype/hosts/unreal/plugins/load/load_camera.py +++ b/openpype/hosts/unreal/plugins/load/load_camera.py @@ -78,7 +78,10 @@ def load(self, context, name, namespace, data): for h in hierarchy: hierarchy_dir = f"{hierarchy_dir}/{h}" hierarchy_list.append(hierarchy_dir) + print(h) + print(hierarchy_dir) asset = context.get('asset').get('name') + print(asset) suffix = "_CON" if asset: asset_name = "{}_{}".format(asset, name) @@ -113,6 +116,23 @@ def load(self, context, name, namespace, data): container_name += suffix + current_level = unreal.EditorLevelLibrary.get_editor_world().get_full_name() + unreal.EditorLevelLibrary.save_all_dirty_levels() + + # asset_content = unreal.EditorAssetLibrary.list_assets( + # f"{hierarchy_dir}/{asset}/", recursive=True, include_folder=False + # ) + + 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 + unreal.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 = [] @@ -224,6 +244,9 @@ def load(self, context, name, namespace, data): unreal_pipeline.imprint( "{}/{}".format(asset_dir, container_name), data) + unreal.EditorLevelLibrary.save_all_dirty_levels() + unreal.EditorLevelLibrary.load_level(current_level) + asset_content = unreal.EditorAssetLibrary.list_assets( asset_dir, recursive=True, include_folder=True ) From fa64a26a17271522e80af955a48f6238c5c4af2b Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Thu, 17 Feb 2022 17:46:45 +0000 Subject: [PATCH 09/23] Removed debug prints --- openpype/hosts/unreal/plugins/load/load_camera.py | 7 ------- 1 file changed, 7 deletions(-) diff --git a/openpype/hosts/unreal/plugins/load/load_camera.py b/openpype/hosts/unreal/plugins/load/load_camera.py index 61d9c04d2f2..6ee88f8acc8 100644 --- a/openpype/hosts/unreal/plugins/load/load_camera.py +++ b/openpype/hosts/unreal/plugins/load/load_camera.py @@ -78,10 +78,7 @@ def load(self, context, name, namespace, data): for h in hierarchy: hierarchy_dir = f"{hierarchy_dir}/{h}" hierarchy_list.append(hierarchy_dir) - print(h) - print(hierarchy_dir) asset = context.get('asset').get('name') - print(asset) suffix = "_CON" if asset: asset_name = "{}_{}".format(asset, name) @@ -119,10 +116,6 @@ def load(self, context, name, namespace, data): current_level = unreal.EditorLevelLibrary.get_editor_world().get_full_name() unreal.EditorLevelLibrary.save_all_dirty_levels() - # asset_content = unreal.EditorAssetLibrary.list_assets( - # f"{hierarchy_dir}/{asset}/", recursive=True, include_folder=False - # ) - ar = unreal.AssetRegistryHelpers.get_asset_registry() filter = unreal.ARFilter( class_names = ["World"], From 26d63e6beacf7334eaa4d5c4a5cad789adc75db5 Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Fri, 18 Feb 2022 12:15:06 +0000 Subject: [PATCH 10/23] Fix start and end frames of sequences --- .../hosts/unreal/plugins/load/load_layout.py | 48 ++++++++++--------- 1 file changed, 25 insertions(+), 23 deletions(-) diff --git a/openpype/hosts/unreal/plugins/load/load_layout.py b/openpype/hosts/unreal/plugins/load/load_layout.py index a36bd6663a5..5d7977b237f 100644 --- a/openpype/hosts/unreal/plugins/load/load_layout.py +++ b/openpype/hosts/unreal/plugins/load/load_layout.py @@ -1,4 +1,4 @@ -import os, sys +import os import json from pathlib import Path @@ -83,7 +83,9 @@ def _get_data(self, asset_name): return asset_doc.get("data") - def _set_sequence_hierarchy(self, seq_i, seq_j, data_i, data_j, map_paths): + 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 @@ -110,8 +112,8 @@ def _set_sequence_hierarchy(self, seq_i, seq_j, data_i, data_j, map_paths): subscene.set_row_index(len(subscene_track.get_sections())) subscene.set_editor_property('sub_sequence', seq_j) subscene.set_range( - data_j.get("frameStart"), - data_j.get("frameEnd") + 1) + min_frame_j, + max_frame_j + 1) # Create the visibility section ar = unreal.AssetRegistryHelpers.get_asset_registry() @@ -126,25 +128,25 @@ def _set_sequence_hierarchy(self, seq_i, seq_j, data_i, data_j, map_paths): index = len(visibility_track.get_sections()) vis_section.set_range( - data_j.get("frameStart"), - data_j.get("frameEnd") + 1) + 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 data_j.get("frameStart") > 1: + if min_frame_j > 1: hid_section = visibility_track.add_section() hid_section.set_range( 1, - data_j.get("frameStart")) + min_frame_j) hid_section.set_visibility(unreal.LevelVisibility.HIDDEN) hid_section.set_row_index(index) hid_section.set_level_names(maps) - if data_j.get("frameEnd") < data_i.get("frameEnd"): + if max_frame_j < max_frame_i: hid_section = visibility_track.add_section() hid_section.set_range( - data_j.get("frameEnd") + 1, - data_i.get("frameEnd") + 1) + 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) @@ -515,6 +517,7 @@ def load(self, context, name, namespace, options): # 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( @@ -563,12 +566,16 @@ def load(self, context, name, namespace, options): "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(start_frames)) - scene.set_playback_end(max(end_frames)) + 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()) @@ -582,28 +589,23 @@ def load(self, context, name, namespace, options): factory=unreal.LevelSequenceFactoryNew() ) - # Add sequences data to hierarchy - data_i = self._get_data(sequences[0].get_name()) - + # 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')) - data_j = self._get_data(sequences[i + 1].get_name()) - self._set_sequence_hierarchy( sequences[i], sequences[i + 1], - data_i, data_j, + frame_ranges[i][1], + frame_ranges[i + 1][0], frame_ranges[i + 1][1], maps_to_add) - data_i = data_j - - parent_data = self._get_data(sequences[-1].get_name()) data = self._get_data(asset) self._set_sequence_hierarchy( sequences[-1], shot, - parent_data, data, + frame_ranges[-1][1], + data.get('clipIn'), data.get('clipOut'), [maps[-1].get('map')]) EditorLevelLibrary.load_level(maps[-1].get('map')) From 55bcd6bba71f0ef191f2597a9aefc61c01639950 Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Wed, 23 Feb 2022 10:19:29 +0000 Subject: [PATCH 11/23] Set correct start and end frames for existing sequences --- openpype/hosts/unreal/plugins/load/load_layout.py | 3 +++ 1 file changed, 3 insertions(+) diff --git a/openpype/hosts/unreal/plugins/load/load_layout.py b/openpype/hosts/unreal/plugins/load/load_layout.py index 5d7977b237f..58b6f661b9d 100644 --- a/openpype/hosts/unreal/plugins/load/load_layout.py +++ b/openpype/hosts/unreal/plugins/load/load_layout.py @@ -579,6 +579,9 @@ def load(self, context, name, namespace, options): 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 From 10c6d7be08aaeccc219dec51361c793ac495fcff Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Wed, 23 Feb 2022 10:20:30 +0000 Subject: [PATCH 12/23] Add an empty Camera Cut Track to the sequences in the hierarchy --- .../hosts/unreal/plugins/load/load_layout.py | 27 ++++++++++--------- 1 file changed, 15 insertions(+), 12 deletions(-) diff --git a/openpype/hosts/unreal/plugins/load/load_layout.py b/openpype/hosts/unreal/plugins/load/load_layout.py index 58b6f661b9d..05615ff083e 100644 --- a/openpype/hosts/unreal/plugins/load/load_layout.py +++ b/openpype/hosts/unreal/plugins/load/load_layout.py @@ -530,15 +530,8 @@ def load(self, context, name, namespace, options): asset).get_class().get_name() == 'LevelSequence' ] - # for asset in root_content: - # asset_data = EditorAssetLibrary.find_asset_data(asset) - # # imported_asset = unreal.AssetRegistryHelpers.get_asset( - # # imported_asset_data) - # if asset_data.get_class().get_name() == 'LevelSequence': - # break - if not existing_sequences: - scene = tools.create_asset( + sequence = tools.create_asset( asset_name=hierarchy[i], package_path=h, asset_class=unreal.LevelSequence, @@ -569,13 +562,23 @@ def load(self, context, name, namespace, options): min_frame = min(start_frames) max_frame = max(end_frames) - scene.set_display_rate( + sequence.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) + sequence.set_playback_start(min_frame) + sequence.set_playback_end(max_frame) - sequences.append(scene) + 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()) From 6bb615e2a04d47068b091290fcbac6481c1fa01e Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Wed, 23 Feb 2022 11:31:19 +0000 Subject: [PATCH 13/23] Set correct start and end frame for camera sequences --- .../hosts/unreal/plugins/load/load_camera.py | 33 +++++++++++-------- 1 file changed, 19 insertions(+), 14 deletions(-) diff --git a/openpype/hosts/unreal/plugins/load/load_camera.py b/openpype/hosts/unreal/plugins/load/load_camera.py index 6ee88f8acc8..12aaceb385f 100644 --- a/openpype/hosts/unreal/plugins/load/load_camera.py +++ b/openpype/hosts/unreal/plugins/load/load_camera.py @@ -23,7 +23,9 @@ def _get_data(self, asset_name): return asset_doc.get("data") - def _set_sequence_hierarchy(self, seq_i, seq_j, data_i, data_j): + 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: @@ -44,8 +46,8 @@ def _set_sequence_hierarchy(self, seq_i, seq_j, data_i, data_j): subscene.set_row_index(len(track.get_sections())) subscene.set_editor_property('sub_sequence', seq_j) subscene.set_range( - data_j.get("frameStart"), - data_j.get("frameEnd") + 1) + min_frame_j, + max_frame_j + 1) def load(self, context, name, namespace, data): """ @@ -129,6 +131,7 @@ def load(self, context, name, namespace, data): # 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 = unreal.EditorAssetLibrary.list_assets( @@ -170,15 +173,22 @@ def load(self, context, name, namespace, data): "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(start_frames)) - scene.set_playback_end(max(end_frames)) + 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 @@ -192,20 +202,15 @@ def load(self, context, name, namespace, data): ) # Add sequences data to hierarchy - data_i = self._get_data(sequences[0].get_name()) - for i in range(0, len(sequences) - 1): - data_j = self._get_data(sequences[i + 1].get_name()) - self._set_sequence_hierarchy( - sequences[i], sequences[i + 1], data_i, data_j) - - data_i = data_j + sequences[i], sequences[i + 1], + frame_ranges[i + 1][0], frame_ranges[i + 1][1]) - parent_data = self._get_data(sequences[-1].get_name()) data = self._get_data(asset) self._set_sequence_hierarchy( - sequences[-1], cam_seq, parent_data, data) + sequences[-1], cam_seq, + data.get('clipIn'), data.get('clipOut')) settings = unreal.MovieSceneUserImportFBXSettings() settings.set_editor_property('reduce_keys', False) From 35f5e4a8408fb52e1c0d1d318416e922a55f32f5 Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Wed, 2 Mar 2022 11:17:58 +0000 Subject: [PATCH 14/23] Render from the master sequence and output keeps the hierarchy --- openpype/hosts/unreal/api/rendering.py | 111 ++++++++++++------ .../unreal/plugins/create/create_render.py | 62 +++++++++- 2 files changed, 135 insertions(+), 38 deletions(-) diff --git a/openpype/hosts/unreal/api/rendering.py b/openpype/hosts/unreal/api/rendering.py index 7c58987c0da..8eb4e1e75a6 100644 --- a/openpype/hosts/unreal/api/rendering.py +++ b/openpype/hosts/unreal/api/rendering.py @@ -1,11 +1,11 @@ import avalon.unreal.pipeline as pipeline -import avalon.unreal.lib as lib import unreal queue = None executor = None + def _queue_finish_callback(exec, success): unreal.log("Render completed. Success: " + str(success)) @@ -45,41 +45,84 @@ def start_rendering(): if data["family"] == "render": inst_data.append(data) - # subsystem = unreal.get_editor_subsystem(unreal.MoviePipelineQueueSubsystem) + # subsystem = unreal.get_editor_subsystem( + # unreal.MoviePipelineQueueSubsystem) # queue = subsystem.get_queue() global queue queue = unreal.MoviePipelineQueue() - for i in inst_data: - job = queue.allocate_new_job(unreal.MoviePipelineExecutorJob) - job.sequence = unreal.SoftObjectPath(i["sequence"]) - job.map = unreal.SoftObjectPath(i["map"]) - 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 = "" - - output_setting = job.get_configuration().find_or_add_setting_by_class( - unreal.MoviePipelineOutputSetting) - output_setting.output_resolution = unreal.IntPoint(1280, 720) - output_setting.file_name_format = "{sequence_name}.{frame_number}" - output_setting.output_directory.path += f"{i['subset']}/" - - renderPass = job.get_configuration().find_or_add_setting_by_class( - unreal.MoviePipelineDeferredPassBase) - renderPass.disable_multisample_effects = True + ar = unreal.AssetRegistryHelpers.get_asset_registry() - job.get_configuration().find_or_add_setting_by_class( - unreal.MoviePipelineImageSequenceOutput_PNG) - - # TODO: check if queue is empty - - 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) + 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')}/{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/plugins/create/create_render.py b/openpype/hosts/unreal/plugins/create/create_render.py index 0128808a70a..de092c4dd70 100644 --- a/openpype/hosts/unreal/plugins/create/create_render.py +++ b/openpype/hosts/unreal/plugins/create/create_render.py @@ -1,5 +1,8 @@ import unreal + from openpype.hosts.unreal.api.plugin import Creator + +from avalon import io from avalon.unreal import pipeline @@ -21,7 +24,22 @@ def __init__(self, *args, **kwargs): def process(self): name = self.data["subset"] - print(self.data) + 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/Avalon/{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/Avalon/{self.data['asset']}"], + recursive_paths = False) + levels = ar.get_assets(filter) + ml = levels[0].object_path selection = [] if (self.options or {}).get("useSelection"): @@ -46,8 +64,44 @@ def process(self): d = self.data.copy() d["members"] = [a] d["sequence"] = a - d["map"] = unreal.EditorLevelLibrary.get_editor_world().get_path_name() + d["master_sequence"] = ms + d["master_level"] = ml asset = ar.get_asset_by_object_path(a).get_asset() - container_name = f"{asset.get_name()}{self.suffix}" - pipeline.create_publish_instance(instance=container_name, path=path) + 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 = io.find_one({ + "type": "asset", + "name": asset_name + }) + id = asset_data.get('_id') + + elements = list( + 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(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) From 5d8bac337f1631f4653d19b5e59f40ee406247c0 Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Thu, 3 Mar 2022 10:37:02 +0000 Subject: [PATCH 15/23] Fixed frame range and frame rate for shot sequences --- openpype/hosts/unreal/plugins/load/load_camera.py | 4 ++++ openpype/hosts/unreal/plugins/load/load_layout.py | 4 ++++ 2 files changed, 8 insertions(+) diff --git a/openpype/hosts/unreal/plugins/load/load_camera.py b/openpype/hosts/unreal/plugins/load/load_camera.py index 12aaceb385f..cea59ae93f7 100644 --- a/openpype/hosts/unreal/plugins/load/load_camera.py +++ b/openpype/hosts/unreal/plugins/load/load_camera.py @@ -208,6 +208,10 @@ def load(self, context, name, namespace, data): 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')) diff --git a/openpype/hosts/unreal/plugins/load/load_layout.py b/openpype/hosts/unreal/plugins/load/load_layout.py index 05615ff083e..5a976a1fb51 100644 --- a/openpype/hosts/unreal/plugins/load/load_layout.py +++ b/openpype/hosts/unreal/plugins/load/load_layout.py @@ -608,6 +608,10 @@ def load(self, context, name, namespace, options): 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], From 468a5e145ce138c9470db35a59612e68bcebcb4e Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Thu, 3 Mar 2022 11:05:11 +0000 Subject: [PATCH 16/23] Hound fixes --- openpype/hosts/unreal/api/rendering.py | 3 +- .../hosts/unreal/plugins/load/load_camera.py | 69 ++++++++++--------- .../hosts/unreal/plugins/load/load_layout.py | 42 ++++++----- .../unreal/plugins/publish/extract_render.py | 8 ++- 4 files changed, 63 insertions(+), 59 deletions(-) diff --git a/openpype/hosts/unreal/api/rendering.py b/openpype/hosts/unreal/api/rendering.py index 8eb4e1e75a6..3ed77cc6511 100644 --- a/openpype/hosts/unreal/api/rendering.py +++ b/openpype/hosts/unreal/api/rendering.py @@ -80,7 +80,8 @@ def start_rendering(): for ss in subscenes: sequences.append({ "sequence": ss.get_sequence(), - "output": f"{s.get('output')}/{ss.get_sequence().get_name()}", + "output": (f"{s.get('output')}/" + f"{ss.get_sequence().get_name()}"), "frame_range": ( ss.get_start_frame(), ss.get_end_frame()) }) diff --git a/openpype/hosts/unreal/plugins/load/load_camera.py b/openpype/hosts/unreal/plugins/load/load_camera.py index cea59ae93f7..f93de0a79ac 100644 --- a/openpype/hosts/unreal/plugins/load/load_camera.py +++ b/openpype/hosts/unreal/plugins/load/load_camera.py @@ -1,9 +1,12 @@ import os +import unreal +from unreal import EditorAssetLibrary +from unreal import EditorLevelLibrary + from avalon import api, io, pipeline from avalon.unreal import lib from avalon.unreal import pipeline as unreal_pipeline -import unreal class CameraLoader(api.Loader): @@ -23,8 +26,8 @@ def _get_data(self, asset_name): return asset_doc.get("data") - def _set_sequence_hierarchy(self, - seq_i, seq_j, min_frame_j, max_frame_j + def _set_sequence_hierarchy( + self, seq_i, seq_j, min_frame_j, max_frame_j ): tracks = seq_i.get_master_tracks() track = None @@ -91,8 +94,8 @@ def load(self, context, name, namespace, data): # Create a unique name for the camera directory unique_number = 1 - if unreal.EditorAssetLibrary.does_directory_exist(f"{hierarchy_dir}/{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 ) @@ -115,32 +118,32 @@ def load(self, context, name, namespace, data): container_name += suffix - current_level = unreal.EditorLevelLibrary.get_editor_world().get_full_name() - unreal.EditorLevelLibrary.save_all_dirty_levels() + current_level = EditorLevelLibrary.get_editor_world().get_full_name() + EditorLevelLibrary.save_all_dirty_levels() ar = unreal.AssetRegistryHelpers.get_asset_registry() filter = unreal.ARFilter( - class_names = ["World"], - package_paths = [f"{hierarchy_dir}/{asset}/"], - recursive_paths = True) + 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 - unreal.EditorLevelLibrary.load_level(maps[0].get_full_name()) + EditorLevelLibrary.load_level(maps[0].get_full_name()) - # Get all the sequences in the hierarchy. It will create them, if + # 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 = unreal.EditorAssetLibrary.list_assets( + root_content = EditorAssetLibrary.list_assets( h, recursive=False, include_folder=False) existing_sequences = [ - unreal.EditorAssetLibrary.find_asset_data(asset) + EditorAssetLibrary.find_asset_data(asset) for asset in root_content - if unreal.EditorAssetLibrary.find_asset_data( + if EditorAssetLibrary.find_asset_data( asset).get_class().get_name() == 'LevelSequence' ] @@ -192,7 +195,7 @@ def load(self, context, name, namespace, data): i += 1 - unreal.EditorAssetLibrary.make_directory(asset_dir) + EditorAssetLibrary.make_directory(asset_dir) cam_seq = tools.create_asset( asset_name=f"{asset}_camera", @@ -213,15 +216,15 @@ def load(self, context, name, namespace, data): 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')) + sequences[-1], cam_seq, + data.get('clipIn'), data.get('clipOut')) settings = unreal.MovieSceneUserImportFBXSettings() settings.set_editor_property('reduce_keys', False) if cam_seq: unreal.SequencerTools.import_fbx( - unreal.EditorLevelLibrary.get_editor_world(), + EditorLevelLibrary.get_editor_world(), cam_seq, cam_seq.get_bindings(), settings, @@ -246,15 +249,15 @@ def load(self, context, name, namespace, data): unreal_pipeline.imprint( "{}/{}".format(asset_dir, container_name), data) - unreal.EditorLevelLibrary.save_all_dirty_levels() - unreal.EditorLevelLibrary.load_level(current_level) + EditorLevelLibrary.save_all_dirty_levels() + EditorLevelLibrary.load_level(current_level) - asset_content = unreal.EditorAssetLibrary.list_assets( + 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 @@ -264,25 +267,25 @@ 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, @@ -308,7 +311,7 @@ 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, @@ -319,11 +322,11 @@ 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 5a976a1fb51..e25f06ad429 100644 --- a/openpype/hosts/unreal/plugins/load/load_layout.py +++ b/openpype/hosts/unreal/plugins/load/load_layout.py @@ -83,8 +83,8 @@ def _get_data(self, 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 + 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() @@ -93,12 +93,14 @@ def _set_sequence_hierarchy(self, for t in tracks: if t.get_class() == unreal.MovieSceneSubTrack.static_class(): subscene_track = t - if t.get_class() == unreal.MovieSceneLevelVisibilityTrack.static_class(): + 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) + visibility_track = seq_i.add_master_track( + unreal.MovieSceneLevelVisibilityTrack) # Create the sub-scene section subscenes = subscene_track.get_sections() @@ -152,7 +154,8 @@ def _set_sequence_hierarchy(self, hid_section.set_level_names(maps) def _process_family( - self, assets, classname, transform, sequence, inst_name=None): + self, assets, classname, transform, sequence, inst_name=None + ): ar = unreal.AssetRegistryHelpers.get_asset_registry() actors = [] @@ -189,16 +192,15 @@ def _process_family( actors.append(actor) binding = sequence.add_possessable(actor) - # root_component_binding = sequence.add_possessable(actor.root_component) - # root_component_binding.set_parent(binding) bindings.append(binding) return actors, bindings def _import_animation( - self, asset_dir, path, instance_name, skeleton, actors_dict, - animation_file, bindings_dict, sequence): + 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('') @@ -389,14 +391,9 @@ def _process(self, libpath, asset_dir, sequence, loaded=None): if animation_file and skeleton: self._import_animation( - asset_dir, path, instance_name, skeleton, actors_dict, + asset_dir, path, instance_name, skeleton, actors_dict, animation_file, bindings_dict, sequence) - # track = sequence.add_master_track( - # unreal.MovieSceneActorReferenceTrack) - # section = track.add_section() - # section.set_editor_property('sub_sequence', sequence) - def _remove_family(self, assets, components, classname, propname): ar = unreal.AssetRegistryHelpers.get_asset_registry() @@ -499,7 +496,7 @@ def load(self, context, name, namespace, options): EditorLevelLibrary.new_level(f"{asset_dir}/{asset}_map") maps.append( - {"map":f"{asset_dir}/{asset}_map.{asset}_map", "new": True}) + {"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)): @@ -514,7 +511,7 @@ def load(self, context, name, namespace, options): EditorLevelLibrary.load_level(maps[-1].get('map')) - # Get all the sequences in the hierarchy. It will create them, if + # Get all the sequences in the hierarchy. It will create them, if # they don't exist. sequences = [] frame_ranges = [] @@ -573,7 +570,8 @@ def load(self, context, name, namespace, options): tracks = sequence.get_master_tracks() track = None for t in tracks: - if t.get_class() == unreal.MovieSceneCameraCutTrack.static_class(): + if (t.get_class() == + unreal.MovieSceneCameraCutTrack.static_class()): track = t break if not track: @@ -613,10 +611,10 @@ def load(self, context, name, namespace, options): 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')]) + sequences[-1], shot, + frame_ranges[-1][1], + data.get('clipIn'), data.get('clipOut'), + [maps[-1].get('map')]) EditorLevelLibrary.load_level(maps[-1].get('map')) diff --git a/openpype/hosts/unreal/plugins/publish/extract_render.py b/openpype/hosts/unreal/plugins/publish/extract_render.py index 7ba53c91555..37fe7e916fd 100644 --- a/openpype/hosts/unreal/plugins/publish/extract_render.py +++ b/openpype/hosts/unreal/plugins/publish/extract_render.py @@ -1,8 +1,9 @@ from pathlib import Path -import openpype.api -from avalon import io + import unreal +import openpype.api + class ExtractRender(openpype.api.Extractor): """Extract render.""" @@ -21,7 +22,8 @@ def process(self, instance): # Get the render output directory project_dir = unreal.Paths.project_dir() - render_dir = f"{project_dir}/Saved/MovieRenders/{instance.data['subset']}" + render_dir = (f"{project_dir}/Saved/MovieRenders/" + f"{instance.data['subset']}") assert unreal.Paths.directory_exists(render_dir), \ "Render directory does not exist" From df02c64f18ec3b8e3bca1b07b99de93a5629a634 Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Thu, 3 Mar 2022 11:07:23 +0000 Subject: [PATCH 17/23] More hound fixes --- .../hosts/unreal/plugins/create/create_render.py | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/openpype/hosts/unreal/plugins/create/create_render.py b/openpype/hosts/unreal/plugins/create/create_render.py index de092c4dd70..e6c233a2c51 100644 --- a/openpype/hosts/unreal/plugins/create/create_render.py +++ b/openpype/hosts/unreal/plugins/create/create_render.py @@ -29,15 +29,15 @@ def process(self): # 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/Avalon/{self.data['asset']}"], - recursive_paths = False) + class_names=["LevelSequence"], + package_paths=[f"/Game/Avalon/{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/Avalon/{self.data['asset']}"], - recursive_paths = False) + class_names=["World"], + package_paths=[f"/Game/Avalon/{self.data['asset']}"], + recursive_paths=False) levels = ar.get_assets(filter) ml = levels[0].object_path From e127e08be4bc7ca1c05c3e5b560cf3e00dd53590 Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Tue, 8 Mar 2022 12:08:56 +0000 Subject: [PATCH 18/23] Fix paths for loading animations --- openpype/hosts/unreal/plugins/load/load_animation.py | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/openpype/hosts/unreal/plugins/load/load_animation.py b/openpype/hosts/unreal/plugins/load/load_animation.py index bc4a42c84bf..c1f7942ef0c 100644 --- a/openpype/hosts/unreal/plugins/load/load_animation.py +++ b/openpype/hosts/unreal/plugins/load/load_animation.py @@ -134,7 +134,7 @@ def load(self, context, name, namespace, options=None): # Create directory for asset and avalon container hierarchy = context.get('asset').get('data').get('parents') - root = "/Game/Avalon" + root = "/Game/OpenPype" asset = context.get('asset').get('name') suffix = "_CON" if asset: @@ -144,7 +144,7 @@ def load(self, context, name, namespace, options=None): tools = unreal.AssetToolsHelpers().get_asset_tools() asset_dir, container_name = tools.create_unique_asset_name( - f"{root}/Assets/{asset}/{name}", suffix="") + f"{root}/Animations/{asset}/{name}", suffix="") hierarchy_dir = root for h in hierarchy: From ef726be366bbaaa877262b5843ff118205f24183 Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Tue, 8 Mar 2022 12:30:38 +0000 Subject: [PATCH 19/23] Activates MovieRenderPipeline plugin when creating Unreal project --- openpype/hosts/unreal/lib.py | 1 + 1 file changed, 1 insertion(+) 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} ] } From fedc09f83dd304923715803253702a547cfbe9ff Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Tue, 8 Mar 2022 13:05:14 +0000 Subject: [PATCH 20/23] Set bound scale for rig actors loaded with layout This is needed for actors that gets close to the camera, that wouldn't be rendered without this parameter set to the maximum value. --- openpype/hosts/unreal/plugins/load/load_layout.py | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/openpype/hosts/unreal/plugins/load/load_layout.py b/openpype/hosts/unreal/plugins/load/load_layout.py index 9f30affa3de..d99224042a8 100644 --- a/openpype/hosts/unreal/plugins/load/load_layout.py +++ b/openpype/hosts/unreal/plugins/load/load_layout.py @@ -194,6 +194,11 @@ def _process_family( ), 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) binding = sequence.add_possessable(actor) From 88a59bc0ee4efa61c6765a26094342f7d4d6b106 Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Thu, 10 Mar 2022 16:18:49 +0000 Subject: [PATCH 21/23] Fixed class name for Render Publish Instance --- openpype/hosts/unreal/api/rendering.py | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/openpype/hosts/unreal/api/rendering.py b/openpype/hosts/unreal/api/rendering.py index d70d621b8a7..38bcf21b1cf 100644 --- a/openpype/hosts/unreal/api/rendering.py +++ b/openpype/hosts/unreal/api/rendering.py @@ -37,7 +37,7 @@ def start_rendering(): # instances = pipeline.ls_inst() instances = [ a for a in assets - if a.get_class().get_name() == "AvalonPublishInstance"] + if a.get_class().get_name() == "OpenPypePublishInstance"] inst_data = [] From 8f8a4efab9ccf7c30089e78d6dcffb4b76142ce3 Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Fri, 18 Mar 2022 17:39:43 +0000 Subject: [PATCH 22/23] Fixed import problems --- .../unreal/plugins/load/load_animation.py | 29 +++++++++++-------- .../hosts/unreal/plugins/load/load_layout.py | 1 + 2 files changed, 18 insertions(+), 12 deletions(-) diff --git a/openpype/hosts/unreal/plugins/load/load_animation.py b/openpype/hosts/unreal/plugins/load/load_animation.py index ebfce75ca9e..65a9de93536 100644 --- a/openpype/hosts/unreal/plugins/load/load_animation.py +++ b/openpype/hosts/unreal/plugins/load/load_animation.py @@ -3,6 +3,11 @@ import os import json +import unreal +from unreal import EditorAssetLibrary +from unreal import MovieSceneSkeletalAnimationTrack +from unreal import MovieSceneSkeletalAnimationSection + from avalon import pipeline from openpype.pipeline import get_representation_path from openpype.hosts.unreal.api import plugin @@ -82,14 +87,14 @@ def _process(self, asset_dir, asset_name, instance_name): unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) - asset_content = unreal.EditorAssetLibrary.list_assets( + asset_content = EditorAssetLibrary.list_assets( asset_dir, recursive=True, include_folder=True ) animation = None for a in asset_content: - imported_asset_data = unreal.EditorAssetLibrary.find_asset_data(a) + imported_asset_data = EditorAssetLibrary.find_asset_data(a) imported_asset = unreal.AssetRegistryHelpers.get_asset( imported_asset_data) if imported_asset.__class__ == unreal.AnimSequence: @@ -149,7 +154,7 @@ def load(self, context, name, namespace, options=None): container_name += suffix - unreal.EditorAssetLibrary.make_directory(asset_dir) + EditorAssetLibrary.make_directory(asset_dir) libpath = self.fname.replace("fbx", "json") @@ -160,7 +165,7 @@ def load(self, context, name, namespace, options=None): animation = self._process(asset_dir, container_name, instance_name) - asset_content = unreal.EditorAssetLibrary.list_assets( + asset_content = EditorAssetLibrary.list_assets( hierarchy_dir, recursive=True, include_folder=False) # Get the sequence for the layout, excluding the camera one. @@ -211,11 +216,11 @@ def load(self, context, name, namespace, options=None): unreal_pipeline.imprint( "{}/{}".format(asset_dir, container_name), data) - imported_content = unreal.EditorAssetLibrary.list_assets( + imported_content = EditorAssetLibrary.list_assets( asset_dir, recursive=True, include_folder=False) for a in imported_content: - unreal.EditorAssetLibrary.save_asset(a) + EditorAssetLibrary.save_asset(a) def update(self, container, representation): name = container["asset_name"] @@ -261,7 +266,7 @@ 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) @@ -278,22 +283,22 @@ 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_layout.py b/openpype/hosts/unreal/plugins/load/load_layout.py index 5a82ad6df60..86923ea3b44 100644 --- a/openpype/hosts/unreal/plugins/load/load_layout.py +++ b/openpype/hosts/unreal/plugins/load/load_layout.py @@ -12,6 +12,7 @@ from unreal import FBXImportType from unreal import MathLibrary as umath +from avalon import io from avalon.pipeline import AVALON_CONTAINER_ID from openpype.pipeline import ( discover_loader_plugins, From ba537e263d756034d70b3d5f08ead851684c9f8e Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Thu, 28 Apr 2022 15:09:12 +0100 Subject: [PATCH 23/23] Fix old avalon-core import --- openpype/hosts/unreal/plugins/create/create_render.py | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/openpype/hosts/unreal/plugins/create/create_render.py b/openpype/hosts/unreal/plugins/create/create_render.py index d81f7c7aab1..1e6f5fb4d1d 100644 --- a/openpype/hosts/unreal/plugins/create/create_render.py +++ b/openpype/hosts/unreal/plugins/create/create_render.py @@ -1,6 +1,6 @@ import unreal -from avalon import io +from openpype.pipeline import legacy_io from openpype.hosts.unreal.api import pipeline from openpype.hosts.unreal.api.plugin import Creator @@ -70,14 +70,14 @@ def process(self): # Get frame range. We need to go through the hierarchy and check # the frame range for the children. - asset_data = io.find_one({ + asset_data = legacy_io.find_one({ "type": "asset", "name": asset_name }) id = asset_data.get('_id') elements = list( - io.find({"type": "asset", "data.visualParent": id})) + legacy_io.find({"type": "asset", "data.visualParent": id})) if elements: start_frames = [] @@ -86,7 +86,7 @@ def process(self): start_frames.append(e.get('data').get('clipIn')) end_frames.append(e.get('data').get('clipOut')) - elements.extend(io.find({ + elements.extend(legacy_io.find({ "type": "asset", "data.visualParent": e.get('_id') }))