コード例 #1
0
import unreal_engine as ue
from unreal_engine import SFilePathPicker, SWindow, FLinearColor
from unreal_engine.structs import ButtonStyle, SlateBrush, SlateColor

# a style is required for the file picker
style = ButtonStyle(Normal=SlateBrush(TintColor=SlateColor(
    SpecifiedColor=FLinearColor(1, 0, 0))))

window = SWindow(client_size=(576, 576), title='Hello', modal=True)


def path_picked(path):
    print(path)
    window.request_destroy()


picker = SFilePathPicker(browse_title='Hello',
                         browse_button_style=style,
                         on_path_picked=path_picked)
window.set_content(picker)

window.add_modal()
コード例 #2
0
class RootMotionFixer:

   
    def add_root_to_skeleton(self, mesh, bone='root'):
        base_path = mesh.get_path_name()
        new_path = ue.create_modal_save_asset_dialog('Choose destination path', ue.get_path(base_path), ue.get_base_filename(base_path) + '_rooted')
        if not new_path:
            raise DialogException('Please specify a new path for the Skeletal Mesh copy')
        package_name = ue.object_path_to_package_name(new_path)
        object_name = ue.get_base_filename(new_path)
        # the last True allows for overwrites
        new_mesh = mesh.duplicate(package_name, object_name, True)

        # generate a new skeleton
        new_skel = self.build_new_skeleton(mesh.Skeleton, object_name + '_Skeleton', bone)
        # save the new skeleton in the same package directory of the new skeletal mesh
        new_skel.save_package(package_name)

        # assign the new skeleton to the new mesh
        new_mesh.skeletal_mesh_set_skeleton(new_skel)

        new_skel.save_package()

        self.fix_bones_influences(new_mesh, mesh.Skeleton)

        new_mesh.save_package()

    def build_new_skeleton(self, skeleton, name, root):
        new_skel = Skeleton(name)
        new_skel.skeleton_add_bone(root, -1, FTransform())
        for index in range(0, skeleton.skeleton_bones_get_num()):
            bone_name = skeleton.skeleton_get_bone_name(index)
            bone_parent = skeleton.skeleton_get_parent_index(index)
            bone_transform = skeleton.skeleton_get_ref_bone_pose(index)
            if bone_parent == -1:
                bone_parent_name = root
            else:
                bone_parent_name = skeleton.skeleton_get_bone_name(bone_parent)
            new_bone_parent = new_skel.skeleton_find_bone_index(bone_parent_name)
            new_skel.skeleton_add_bone(bone_name, new_bone_parent, bone_transform)
        return new_skel

    def get_updated_bone_index(self, old_skeleton, new_skeleton, old_bone_map, new_bone_map, index):

        # get the skeleton bone_id from the map
        true_bone_id = old_bone_map[index]

        # get the bone name
        bone_name = old_skeleton.skeleton_get_bone_name(true_bone_id)

        # get the new index
        new_bone_id = new_skeleton.skeleton_find_bone_index(bone_name)

        # check if a new mapping is available
        if new_bone_id in new_bone_map:
            return new_bone_map.index(new_bone_id)

        new_bone_map.append(new_bone_id)
        return len(new_bone_map)-1

    def fix_bones_influences(self, mesh, old_skeleton):
        active_bones = []
        for section in range(0, mesh.skeletal_mesh_sections_num()):
            vertices = mesh.skeletal_mesh_get_soft_vertices(0, section)
            ue.log_warning(len(vertices))
            new_vertices = []
            old_bone_map = mesh.skeletal_mesh_get_bone_map(0, section)
            new_bone_map = []

            for vertex in vertices:
                bone_ids = list(vertex.influence_bones)
                for index, bone_id in enumerate(bone_ids):
                    if vertex.influence_weights[index] > 0:
                        bone_ids[index] = self.get_updated_bone_index(old_skeleton, mesh.Skeleton, old_bone_map, new_bone_map, bone_id)
                        if new_bone_map[bone_ids[index]] not in active_bones:
                            active_bones.append(new_bone_map[bone_ids[index]])
                vertex.influence_bones = bone_ids
                new_vertices.append(vertex)

            # assign new vertices
            mesh.skeletal_mesh_set_soft_vertices(new_vertices, 0, section)
            # add the new bone mapping
            mesh.skeletal_mesh_set_bone_map(new_bone_map, 0, section)

        # specify which bones are active and required (ensure root is added to required bones)
        mesh.skeletal_mesh_set_active_bone_indices(active_bones)
        # mark all the bones as required (eventually you can be more selective)
        mesh.skeletal_mesh_set_required_bones(list(range(0, mesh.Skeleton.skeleton_bones_get_num())))

    def set_skeleton(self, asset_data):
        self.choosen_skeleton = asset_data.get_asset()
        self.window.request_destroy()

    def split_hips(self, animation, bone='Hips'):
        self.choosen_skeleton = None
        # first ask for which skeleton to use:
        self.window = SWindow(title='Choose your new Skeleton', modal=True, sizing_rule=1)(
                     SObjectPropertyEntryBox(allowed_class=Skeleton, on_object_changed=self.set_skeleton)
                 )
        self.window.add_modal()
        if not self.choosen_skeleton:
            raise DialogException('Please specify a Skeleton for retargeting')

        factory = AnimSequenceFactory()
        factory.TargetSkeleton = self.choosen_skeleton
        
        base_path = animation.get_path_name()
        package_name = ue.get_path(base_path)
        object_name = ue.get_base_filename(base_path)

        new_anim = factory.factory_create_new(package_name + '/' + object_name + '_rooted')

        new_anim.NumFrames = animation.NumFrames
        new_anim.SequenceLength = animation.SequenceLength

        for index, name in enumerate(animation.AnimationTrackNames):
            data = animation.get_raw_animation_track(index)
            if name == bone:
                # extract root motion
                root_motion = [position - data.pos_keys[0] for position in data.pos_keys]

                # remove root motion from original track
                data.pos_keys = [data.pos_keys[0]]
                new_anim.add_new_raw_track(name, data)

                # create a new track (the root motion one)
                root_data = FRawAnimSequenceTrack()
                root_data.pos_keys = root_motion
                # ensure empty rotations !
                root_data.rot_keys = [FQuat()]
        
                 # add  the track
                new_anim.add_new_raw_track('root', root_data)
            else:
                new_anim.add_new_raw_track(name, data)

        new_anim.save_package()
コード例 #3
0
class ColladaFactory(PyFactory):

    ImportOptions = ColladaImportOptions()

    def __init__(self):
        # inform the editor that this class is able to import assets
        self.bEditorImport = True
        # register the .dae extension as supported
        self.Formats = ['dae;Collada']
        # set the UClass this UFactory will generate
        self.SupportedClass = StaticMesh

    
    def open_collada_wizard(self):

        def cancel_import():
            self.wizard.request_destroy()

        def confirm_import():
            self.do_import = True
            self.wizard.request_destroy()

        self.wizard = SWindow(title='Collada Import Options', modal=True, sizing_rule=1)(
                          SVerticalBox()
                          (
                              ue.create_detail_view(self.ImportOptions),
                              auto_height=True,
                              padding = 10
                          )
                          (
                              SHorizontalBox()
                              (
                                  SButton(text='Cancel', on_clicked=cancel_import, h_align = EHorizontalAlignment.HAlign_Center)
                              )
                              (
                                  SButton(text='Import', on_clicked=confirm_import, h_align = EHorizontalAlignment.HAlign_Center)
                              ),
                              auto_height=True,
                              padding = 4,
                          ),
                          
                      )
        self.wizard.add_modal()


    # this functions starts with an uppercase letter, so it will be visible to the UE system
    # not required obviously, but it will be a good example
    def FixMeshData(self):
        # move from collada system (y on top) to ue4 one (z on top, forward decreases over viewer)
        for i in range(0, len(self.vertices), 3):
           xv, yv, zv = self.vertices[i], self.vertices[i+1], self.vertices[i+2]
           # invert forward
           vec = FVector(zv * -1, xv, yv) * self.ImportOptions.DefaultRotation
           self.vertices[i] = vec.x
           self.vertices[i+1] = vec.y
           self.vertices[i+2] = vec.z
           xn, yn, zn = self.normals[i], self.normals[i+1], self.normals[i+2]
           nor = FVector(zn * -1, xn, yn) * self.ImportOptions.DefaultRotation
           # invert forward
           self.normals[i] = nor.x
           self.normals[i+1] = nor.y
           self.normals[i+2] = nor.z
        
        # fix uvs from 0 on bottom to 0 on top
        for i, uv in enumerate(self.uvs):
            if i % 2 != 0:
                self.uvs[i] = 1 - uv

    def PyFactoryCreateFile(self, uclass: Class, parent: Object, name: str, filename: str) -> Object:
        # load the collada file
        dae = Collada(filename)
        ue.log_warning(dae)

        self.do_import = False
        self.open_collada_wizard()

        if not self.do_import:
            return None


        # create a new UStaticMesh with the specified name and parent
        static_mesh = StaticMesh(name, parent)

        # prepare a new model with the specified build settings
        source_model = StaticMeshSourceModel(BuildSettings=MeshBuildSettings(bRecomputeNormals=False, bRecomputeTangents=True, bUseMikkTSpace=True, bBuildAdjacencyBuffer=True, bRemoveDegenerates=True))

        # extract vertices, uvs and normals from the da file (numpy.ravel will flatten the arrays to simple array of floats)
        triset = dae.geometries[0].primitives[0]
        self.vertices = numpy.ravel(triset.vertex[triset.vertex_index])
        # take the first uv channel (there could be multiple channels, like the one for lightmapping)
        self.uvs = numpy.ravel(triset.texcoordset[0][triset.texcoord_indexset[0]])
        self.normals = numpy.ravel(triset.normal[triset.normal_index])

        # fix mesh data
        self.FixMeshData()
        
        # create a new mesh, FRawMesh is an ptopmized wrapper exposed by the python plugin. read: no reflection involved
        mesh = FRawMesh()
        # assign vertices
        mesh.set_vertex_positions(self.vertices)
        # uvs are required
        mesh.set_wedge_tex_coords(self.uvs)
        # normals are optionals
        mesh.set_wedge_tangent_z(self.normals)
        
        # assign indices (not optimized, just return the list of triangles * 3...)
        mesh.set_wedge_indices(numpy.arange(0, len(triset) * 3))

        # assign the FRawMesh to the LOD0 (the model we created before)
        mesh.save_to_static_mesh_source_model(source_model)

        # assign LOD0 to the SataticMesh and build it
        static_mesh.SourceModels = [source_model]
        static_mesh.static_mesh_build()
        static_mesh.static_mesh_create_body_setup()

        static_mesh.StaticMaterials = [StaticMaterial(MaterialInterface=self.ImportOptions.DefaultMaterial, MaterialSlotName='Main')]

        return static_mesh
コード例 #4
0
import unreal_engine as ue
from unreal_engine import SFilePathPicker, SWindow, FLinearColor
from unreal_engine.structs import ButtonStyle, SlateBrush, SlateColor

# a style is required for the file picker
style = ButtonStyle(Normal=SlateBrush(TintColor=SlateColor(SpecifiedColor=FLinearColor(1, 0, 0))))


window = SWindow(client_size=(576,576), title='Hello', modal=True)

def path_picked(path):
    print(path)
    window.request_destroy()

picker = SFilePathPicker(browse_title='Hello', browse_button_style=style, on_path_picked=path_picked)
window.set_content(picker)

window.add_modal()
コード例 #5
0
class ColladaFactory(PyFactory):

    ImportOptions = ColladaImportOptions()

    def __init__(self):
        # inform the editor that this class is able to import assets
        self.bEditorImport = True
        # register the .dae extension as supported
        self.Formats = ['dae;Collada']
        # set the UClass this UFactory will generate
        self.SupportedClass = StaticMesh

    def open_collada_wizard(self):
        def cancel_import():
            self.wizard.request_destroy()

        def confirm_import():
            self.do_import = True
            self.wizard.request_destroy()

        self.wizard = SWindow(
            title='Collada Import Options', modal=True,
            sizing_rule=1)(SVerticalBox()(
                ue.create_detail_view(self.ImportOptions),
                auto_height=True,
                padding=10)(
                    SHorizontalBox()(SButton(
                        text='Cancel',
                        on_clicked=cancel_import,
                        h_align=EHorizontalAlignment.HAlign_Center))(SButton(
                            text='Import',
                            on_clicked=confirm_import,
                            h_align=EHorizontalAlignment.HAlign_Center)),
                    auto_height=True,
                    padding=4,
                ), )
        self.wizard.add_modal()

    # this functions starts with an uppercase letter, so it will be visible to the UE system
    # not required obviously, but it will be a good example
    def FixMeshData(self):
        # move from collada system (y on top) to ue4 one (z on top, forward decreases over viewer)
        for i in range(0, len(self.vertices), 3):
            xv, yv, zv = self.vertices[i], self.vertices[i +
                                                         1], self.vertices[i +
                                                                           2]
            # invert forward
            vec = FVector(zv * -1, xv, yv) * self.ImportOptions.DefaultRotation
            self.vertices[i] = vec.x
            self.vertices[i + 1] = vec.y
            self.vertices[i + 2] = vec.z
            xn, yn, zn = self.normals[i], self.normals[i + 1], self.normals[i +
                                                                            2]
            nor = FVector(zn * -1, xn, yn) * self.ImportOptions.DefaultRotation
            # invert forward
            self.normals[i] = nor.x
            self.normals[i + 1] = nor.y
            self.normals[i + 2] = nor.z

        # fix uvs from 0 on bottom to 0 on top
        for i, uv in enumerate(self.uvs):
            if i % 2 != 0:
                self.uvs[i] = 1 - uv

    def PyFactoryCreateFile(self, uclass: Class, parent: Object, name: str,
                            filename: str) -> Object:
        # load the collada file
        dae = Collada(filename)
        ue.log_warning(dae)

        self.do_import = False
        self.open_collada_wizard()

        if not self.do_import:
            return None

        # create a new UStaticMesh with the specified name and parent
        static_mesh = StaticMesh(name, parent)

        # prepare a new model with the specified build settings
        source_model = StaticMeshSourceModel(
            BuildSettings=MeshBuildSettings(bRecomputeNormals=False,
                                            bRecomputeTangents=True,
                                            bUseMikkTSpace=True,
                                            bBuildAdjacencyBuffer=True,
                                            bRemoveDegenerates=True))

        # extract vertices, uvs and normals from the da file (numpy.ravel will flatten the arrays to simple array of floats)
        triset = dae.geometries[0].primitives[0]
        self.vertices = numpy.ravel(triset.vertex[triset.vertex_index])
        # take the first uv channel (there could be multiple channels, like the one for lightmapping)
        self.uvs = numpy.ravel(
            triset.texcoordset[0][triset.texcoord_indexset[0]])
        self.normals = numpy.ravel(triset.normal[triset.normal_index])

        # fix mesh data
        self.FixMeshData()

        # create a new mesh, FRawMesh is an ptopmized wrapper exposed by the python plugin. read: no reflection involved
        mesh = FRawMesh()
        # assign vertices
        mesh.set_vertex_positions(self.vertices)
        # uvs are required
        mesh.set_wedge_tex_coords(self.uvs)
        # normals are optionals
        mesh.set_wedge_tangent_z(self.normals)

        # assign indices (not optimized, just return the list of triangles * 3...)
        mesh.set_wedge_indices(numpy.arange(0, len(triset) * 3))

        # assign the FRawMesh to the LOD0 (the model we created before)
        mesh.save_to_static_mesh_source_model(source_model)

        # assign LOD0 to the SataticMesh and build it
        static_mesh.SourceModels = [source_model]
        static_mesh.static_mesh_build()
        static_mesh.static_mesh_create_body_setup()

        static_mesh.StaticMaterials = [
            StaticMaterial(
                MaterialInterface=self.ImportOptions.DefaultMaterial,
                MaterialSlotName='Main')
        ]

        return static_mesh