Ejemplo n.º 1
0
def CreateSequencer():
	import os.path
	import time
	import configparser
	import unreal_engine as ue
	from unreal_engine.classes import MovieSceneCameraCutTrack, MovieScene3DTransformSection, MovieScene3DTransformTrack, MovieSceneAudioTrack, CineCameraActor, LevelSequenceFactoryNew
	if ue.ENGINE_MINOR_VERSION >= 20:
		from unreal_engine.structs import FloatRange, FloatRangeBound, MovieSceneObjectBindingID, FrameRate
	else:
		from unreal_engine.structs import FloatRange, FloatRangeBound, MovieSceneObjectBindingID
	from unreal_engine import FTransform, FRotator, FVector, FColor
	from unreal_engine.enums import EMovieSceneObjectBindingSpace
	from unreal_engine.structs import MovieSceneObjectBindingID


	seqPath = r'/Game/ImportedFbx/Sequencer'
	seqName = r'MySequence'
	seqTempName = r'MySequence'+str(time.time())
	mustBeReplace = False
	startFrame = 1
	endFrame = 251
	frameRateDenominator = 1.0
	frameRateNumerator = 60
	secureCrop = 0.0001 #add end crop for avoid section overlay


	def AddSequencerSectionTransformKeysByIniFile(SequencerSection, SectionFileName, FileLoc):
		Config = configparser.ConfigParser()
		Config.read(FileLoc)
		for option in Config.options(SectionFileName):
			frame = float(option)/float(frameRateNumerator) #FrameRate
			list = Config.get(SectionFileName, option)
			list = list.split(',')
			transform = FTransform(FVector(float(list[0]), float(list[1]), float(list[2])), FRotator(float(list[3]), float(list[4]), float(list[5])))
			SequencerSection.sequencer_section_add_key(frame,transform)


	def AddSequencerSectionFloatKeysByIniFile(SequencerSection, SectionFileName, FileLoc):
		Config = configparser.ConfigParser()
		Config.read(FileLoc)
		for option in Config.options(SectionFileName):
			frame = float(option)/float(frameRateNumerator) #FrameRate
			value = float(Config.get(SectionFileName, option))
			SequencerSection.sequencer_section_add_key(frame,value)


	def AddSequencerSectionBoolKeysByIniFile(SequencerSection, SectionFileName, FileLoc):
		Config = configparser.ConfigParser()
		Config.read(FileLoc)
		for option in Config.options(SectionFileName):
			frame = float(option)/float(frameRateNumerator) #FrameRate
			value = Config.getboolean(SectionFileName, option)
			SequencerSection.sequencer_section_add_key(frame,value)


	if ue.find_asset(seqPath+'/'+seqName):
		print("Warning this file already exists")
		factory = LevelSequenceFactoryNew()
		seq = factory.factory_create_new(seqPath+'/'+seqTempName.replace('.',''))
		mustBeReplace = True
	else:
		factory = LevelSequenceFactoryNew()
		seq = factory.factory_create_new(seqPath+'/'+seqName.replace('.',''))
	if seq is None:
		return 'Error /!\ level sequencer factory_create fail' 

	print("Sequencer reference created")
	print(seq)
	ImportedCamera = [] #(CameraName, CameraGuid)
	print("========================= Import started ! =========================")
	
	#Set frame rate
	if ue.ENGINE_MINOR_VERSION >= 20:
		myFFrameRate = FrameRate()
		myFFrameRate.Denominator = frameRateDenominator
		myFFrameRate.Numerator = frameRateNumerator
		seq.MovieScene.DisplayRate = myFFrameRate
	else:
		seq.MovieScene.FixedFrameInterval = frameRateDenominator/frameRateNumerator
	
	#Set playback range
	seq.sequencer_set_playback_range(startFrame/frameRateNumerator, (endFrame-secureCrop)/frameRateNumerator)
	camera_cut_track = seq.sequencer_add_camera_cut_track()
	world = ue.get_editor_world()


	#Import camera cut section
	camera_cut_section = camera_cut_track.sequencer_track_add_section()
	for camera in ImportedCamera:
		if camera[0] == 'Camera':
			camera_cut_section.CameraBindingID = MovieSceneObjectBindingID( Guid=ue.string_to_guid( camera[1] ), Space=EMovieSceneObjectBindingSpace.Local )
	camera_cut_section.sequencer_set_section_range(1/frameRateNumerator, (251-secureCrop)/frameRateNumerator)
	if mustBeReplace == True:
		OldSeq = seqPath+'/'+seqName.replace('.','')+'.'+seqName.replace('.','')
		NewSeq = seqPath+'/'+seqTempName.replace('.','')+'.'+seqTempName.replace('.','')
		print(OldSeq)
		print(NewSeq)
		print("LevelSequence'"+OldSeq+"'")
	print('========================= Imports completed ! =========================')
	
	for cam in ImportedCamera:
		print(cam[0])
	
	print('=========================')
#Select and open seq in content browser
	seq.sequencer_changed(True)
	return 'Sequencer created with success !' 
Ejemplo n.º 2
0
 def setUp(self):
 	factory = LevelSequenceFactoryNew()
 	self.asset = factory.factory_create_new('/Game/SequencerTests/001')
# the Sequencer API support has been sponsored by Matthew Whelan (http://www.mattwhelan.com/)
import unreal_engine as ue

from unreal_engine.classes import MovieSceneAudioTrack, LevelSequenceFactoryNew, MovieSceneSkeletalAnimationTrack, Character, SkeletalMesh, MovieScene3DTransformTrack, CineCameraActor, AnimSequence
import time
from unreal_engine.structs import FloatRange, FloatRangeBound, MovieSceneObjectBindingID
from unreal_engine import FTransform, FVector
from unreal_engine.enums import EMovieSceneObjectBindingSpace

# create a new level sequence asset
factory = LevelSequenceFactoryNew()
seq = factory.factory_create_new('/Game/MovieMaster' + str(int(time.time())))

if ue.ENGINE_MINOR_VERSION >= 20:
    print(seq.MovieScene.TickResolution.Numerator)

seq.sequencer_set_playback_range(0, 30)

# add an audio track (without sound section ;) to the sequence
audio = seq.sequencer_add_master_track(MovieSceneAudioTrack)

# get a reference to the editor world (to spawn actors)
world = ue.get_editor_world()

# spawn a new character and modify it (post_edit_change will allow the editor/sequencer to be notified of actor updates)
character = world.actor_spawn(Character)
# notify modifications are about to happen...
character.modify()
character.Mesh.SkeletalMesh = ue.load_object(
    SkeletalMesh, '/Game/Mannequin/Character/Mesh/SK_Mannequin.SK_Mannequin')
# finalize the actor
# the Sequencer API support has been sponsored by Matthew Whelan (http://www.mattwhelan.com/)
import unreal_engine as ue

from unreal_engine.classes import MovieSceneAudioTrack, LevelSequenceFactoryNew, MovieSceneSkeletalAnimationTrack, Character, SkeletalMesh, MovieScene3DTransformTrack, CineCameraActor
import time
from unreal_engine.structs import FloatRange, FloatRangeBound
from unreal_engine import FTransform, FVector


# create a new level sequence asset
factory = LevelSequenceFactoryNew()
seq = factory.factory_create_new('/Game/MovieMaster' + str(int(time.time())))

# add an audio track (without sound section ;) to the sequence
audio = seq.sequencer_add_master_track(MovieSceneAudioTrack)

# get a reference to the editor world (to spawn actors)
world = ue.get_editor_world()

# spawn a new character and modify it (post_edit_change will allow the editor/sequencer to be notified of actor updates)
character = world.actor_spawn(Character)
# notify modifications are about to happen...
character.modify()
character.Mesh.SkeletalMesh = ue.load_object(SkeletalMesh, '/Game/InfinityBladeAdversaries/Enemy/Enemy_Bear/Enemy_Bear.Enemy_Bear')
# finalize the actor
character.post_edit_change()

# add to the sequencer as a possessable (shortcut method returning the guid as string)
guid = seq.sequencer_add_actor(character)

Ejemplo n.º 5
0

def AddSequencerSectionBoolKeysByIniFile(SequencerSection, SectionFileName,
                                         FileLoc):
    Config = configparser.ConfigParser()
    Config.read(FileLoc)
    for option in Config.options(SectionFileName):
        frame = float(option) / frameRateNumerator  #FrameRate
        value = Config.getboolean(SectionFileName, option)
        SequencerSection.sequencer_section_add_key(frame, value)


if ue.find_asset(seqLocation + '/' + seqName):
    print("Warning this file already exists")
    factory = LevelSequenceFactoryNew()
    seq = factory.factory_create_new(seqLocation + '/' +
                                     seqTempName.replace('.', ''))
    mustBeReplace = True
else:
    factory = LevelSequenceFactoryNew()
    seq = factory.factory_create_new(seqLocation + '/' +
                                     seqName.replace('.', ''))

if seq:
    print("Sequencer reference created")
    print(seq)
    ImportedCamera = []  #(CameraName, CameraGuid)
    print(
        "========================= Import started ! =========================")

    #Set frame rate
    if ue.ENGINE_MINOR_VERSION >= 20:
Ejemplo n.º 6
0
 def setUp(self):
     factory = LevelSequenceFactoryNew()
     self.asset = factory.factory_create_new('/Game/SequencerTests/001')