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()
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()
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
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()
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