示例#1
0
def get_actor_collision_bounding_box(actor):
    static_mesh_component = actor.static_mesh_component
    static_mesh = static_mesh_component.static_mesh
    body_setup = static_mesh.get_editor_property('body_setup')
    agg_geometry = body_setup.get_editor_property('agg_geom')
    box = agg_geometry.get_editor_property('box_elems')[0]

    collision_center = box.get_editor_property('center')

    collision_x_bounds_half = box.get_editor_property('x') / 2.0
    collision_y_bounds_half = box.get_editor_property('y') / 2.0
    collision_z_bounds_half = box.get_editor_property('z') / 2.0

    box_rotator = box.get_editor_property('rotation').transform()

    upper_corner = unreal.Vector(collision_x_bounds_half,
                                 collision_y_bounds_half,
                                 collision_z_bounds_half)
    lower_corner = unreal.Vector(-collision_x_bounds_half,
                                 -collision_y_bounds_half,
                                 -collision_z_bounds_half)

    upper_corner = box_rotator.transform_direction(upper_corner)
    lower_corner = box_rotator.transform_direction(lower_corner)

    upper_corner = upper_corner.add(collision_center)
    lower_corner = lower_corner.add(collision_center)

    return (upper_corner, lower_corner)
def deferredSpawnActor():
    world = unreal.EditorLevelLibrary.get_editor_world()
    # ! blueprint actor
    actor_class = unreal.EditorAssetLibrary.load_blueprint_class(
        '/Game/BluePrint/bp_actor')
    actor_location = unreal.Vector(random.uniform(0.0, 2000.0),
                                   random.uniform(0.0, 2000.0), 0.0)
    actor_rotation = unreal.Rotator(random.uniform(0.0, 360.0),
                                    random.uniform(0.0, 360.0),
                                    random.uniform(0.0, 360.0))
    actor_scale = unreal.Vector(random.uniform(0.1, 2.0),
                                random.uniform(0.1, 2.0),
                                random.uniform(0.1, 2.0))
    actor_transform = unreal.Transform(actor_location, actor_rotation,
                                       actor_scale)
    # ! "GameplayStatics.begin_spawning_actor_from_class()" is deprecated. Use BeginDeferredActorSpawnFromClass instead.
    # actor = unreal.GameplayStatics.begin_spawning_actor_from_class(world, actor_class, actor_transform)
    # unreal.GameplayStatics.finish_spawning_actor(actor, actor_transform)
    actor = unreal.EditorCppLib.begin_spawn_actor(world, actor_class,
                                                  actor_transform)
    unreal.EditorCppLib.finish_spawn_actor(actor, actor_transform)


# import EditorFunction_1 as ef
# reload(ef)
# ef.executeSlowTask()
示例#3
0
def SpawnSurroundingActor(ActorToSpawn, Core, CenterObject, Distance=10, NumberOfWalls=0) :
  if NumberOfWalls <= 0 : NumberOfWalls = Distance

  spawningActorAsset = unreal.EditorAssetLibrary().find_asset_data(ActorToSpawn)
  spawningActorObject = spawningActorAsset.get_asset()

  level_actor_list = unreal.EditorLevelLibrary().get_all_level_actors()

  for a in level_actor_list:
    if a.get_name() == Core : core_object = a
    if a.get_name() == CenterObject : center_object = a
  
  ForwardVector = center_object.get_actor_forward_vector()
  PerpendicularVector = unreal.Vector(1, 1, ((ForwardVector.x + ForwardVector.y) * -1) / ForwardVector.z )
  PerpendicularVector = PerpendicularVector * Distance
  NewPosition = PerpendicularVector + center_object.get_actor_location()
  RotationAxis = center_object.get_actor_location() - core_object.get_actor_location()

  with unreal.ScopedEditorTransaction("Spawn Surrounding Actors") as trans:
    for i in range(0, NumberOfWalls, 2) :
      ResultPosition = unreal.MathLibrary().rotate_angle_axis(NewPosition, i * 360 / Distance, RotationAxis)

      unit_direction = unreal.MathLibrary().get_direction_unit_vector(core_object.get_actor_location(), ResultPosition)
      ResultLocation = (unit_direction * 590) + core_object.get_actor_location()

      spawned_actor = unreal.EditorLevelLibrary().spawn_actor_from_object(spawningActorObject, ResultLocation)
      spawned_actor.set_actor_relative_scale3d(unreal.Vector(0.1, 0.1, 2.0))
      spawned_actor.set_actor_rotation(GetCoreBasedRotation(core_object.get_actor_location(), spawned_actor), True)
示例#4
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def spawnBlueprintActor_EXAMPLE():
    path = '/Game/MyBlueprint'
    location = unreal.Vector(1000.0, 400.0, 0.0)
    rotation = unreal.Rotator(90.0, 0.0, 0.0)
    scale = unreal.Vector(1.0, 1.0, 5.0)
    properties = {'tags': ['MyFirstTag', 'MySecondTag'], 'hidden': False}
    print WorldFunctions.spawnBlueprintActor(path, location, rotation, scale,
                                             None, properties)
示例#5
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    def build_import_options():
        options = unreal.FbxImportUI()

        #  ---- MESH
        options.set_editor_property('import_mesh', True)
        options.set_editor_property('import_textures', False)
        options.set_editor_property('import_materials', False)
        options.set_editor_property('import_as_skeletal', False)  # Static Mesh
        options.static_mesh_import_data.set_editor_property(
            'auto_generate_collision', False)
        # ---- Transform
        options.static_mesh_import_data.set_editor_property(
            'import_translation', unreal.Vector(0.0, 0.0, 0.0))
        options.static_mesh_import_data.set_editor_property(
            'import_rotation', unreal.Rotator(0.0, 0.0, 0.0))
        options.static_mesh_import_data.set_editor_property(
            'import_uniform_scale', 1.0)
        # ---- Miscellaneous
        options.static_mesh_import_data.set_editor_property(
            'convert_scene', True)
        options.static_mesh_import_data.set_editor_property(
            'force_front_x_axis', False)
        options.static_mesh_import_data.set_editor_property(
            'convert_scene_unit', True)
        options.set_editor_property('override_full_name', True)

        return options
示例#6
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def spawn_wall(x, y, z, yaw):
    if plane:
        location = unreal.Vector()
        location.x = x
        location.y = y
        location.z = z
        rotation = unreal.Rotator()
        rotation.yaw = yaw
        rotation.roll = 90
        spawned_actor = unreal.EditorLevelLibrary.spawn_actor_from_object(
            plane, location, rotation)
        scale = unreal.Vector()
        scale.x = 5
        scale.y = 3
        scale.z = 0.2
        spawned_actor.set_actor_relative_scale3d(scale)
示例#7
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def main():
    """Execute the main functionality of the example script"""
    locations = []
    for x in range(ACTOR_COUNT_DIMENSIONS[0]):
        for y in range(ACTOR_COUNT_DIMENSIONS[1]):
            for z in range(ACTOR_COUNT_DIMENSIONS[2]):
                locations.append((x * ACTOR_SEPARATION_DISTANCE,
                                  y * ACTOR_SEPARATION_DISTANCE,
                                  z * ACTOR_SEPARATION_DISTANCE))

    total_frames = len(locations)
    text_label = 'Generating Example Sequence'

    new_sequence = create_new_level_sequence('/Game', 'ExamplePythonSequence')
    with unreal.ScopedSlowTask(total_frames, text_label) as example_task:
        example_task.make_dialog(True)
        for cube_location in locations:
            if example_task.should_cancel():
                break

            cube = spawn_actor(unreal.Vector(*cube_location))

            # Add the cube to the generated sequence
            add_actor_to_sequence(new_sequence, cube)

            # Move the progress bar
            example_task.enter_progress_frame()

    # Automatically open the sequence
    unreal.AssetToolsHelpers.get_asset_tools().open_editor_for_assets(
        [new_sequence])
示例#8
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文件: Temp.py 项目: woshisck/GitRepos
def importCamera(levelSequence, cameraPath, fbxCamName='UNREAL_CAMERA_SHOT'):
    '''
    import camera shot from fbx &create focus length etc
    :param levelSequence: target sequence
    :param cameraPath: fbx folder path
    :param fbxCamName: cameraName in both file and sequence
    :return: None
    '''
    cine_camera = unreal.EditorLevelLibrary.spawn_actor_from_class(
        unreal.CineCameraActor, unreal.Vector())

    cine_camera.set_actor_label(fbxCamName)

    camera_comp_bind = unreal.MovieSceneSequence.add_possessable(
        levelSequence, cine_camera.get_cine_camera_component())
    camera_bind = unreal.MovieSceneSequence.add_spawnable_from_instance(
        levelSequence, cine_camera)
    camera_comp_bind.set_parent(camera_bind)

    focal_length_track = camera_comp_bind.add_track(
        unreal.MovieSceneFloatTrack)
    focal_length_track.set_property_name_and_path('CurrentFocalLength',
                                                  'CurrentFocalLength')

    focal_length_section = focal_length_track.add_section()
    focal_length_section.set_start_frame_bounded(0)
    focal_length_section.set_end_frame_bounded(0)

    Aperture_length_track = camera_comp_bind.add_track(
        unreal.MovieSceneFloatTrack)
    Aperture_length_track.set_property_name_and_path('CurrentAperture',
                                                     'CurrentAperture')

    aperture_length_section = Aperture_length_track.add_section()
    aperture_length_section.set_start_frame_bounded(0)
    aperture_length_section.set_end_frame_bounded(0)

    levelSequence.get_bindings()[0].remove()
    # camera_id = unreal.MovieSceneObjectBindingID()
    # camera_id.set_editor_property('guid', binding.get_id())
    # camera_cut_track = levelSequence.add_master_track(unreal.MovieSceneCameraCutTrack)
    # camera_section = camera_cut_track.add_section()
    # camera_section.set_range(0.0, 1000.0)
    # camera_section.set_camera_binding_id(camera_id)
    #
    #
    # # possessable = levelSequence.add_spawnable_from_class(wo)
    #
    #
    import_setting = unreal.MovieSceneUserImportFBXSettings()
    import_setting.set_editor_property('create_cameras', False)
    import_setting.set_editor_property('force_front_x_axis', False)
    import_setting.set_editor_property('match_by_name_only', True)
    import_setting.set_editor_property('reduce_keys', False)
    import_setting.set_editor_property('reduce_keys_tolerance', 0.001)
    #
    world = unreal.EditorLevelLibrary.get_editor_world()
    cam = unreal.SequencerTools.import_fbx(world, levelSequence, [camera_bind],
                                           import_setting, cameraPath)
示例#9
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def test_spawn_actor(unreal_object, scale=None):
    location = unreal.Vector(10, 20, 30)
    rotation = unreal.Rotator(44, 55, 66)
    actor = unreal.EditorLevelLibrary.spawn_actor_from_object(
        unreal_object, location, rotation)
    if scale != None:
        actor.set_actor_scale3d(scale)
    return actor
示例#10
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def createSplash(json_path):
    with open(json_path, "r") as json_file:
        data = json.load(json_file)
        for asset_name in data:
            pos = data[asset_name]["position"]
            rot = data[asset_name]["rotation"]
            splash_scale = data[asset_name]["splash_scale"]
            foam_scale = data[asset_name]["foam_scale"]
            splash_type = data[asset_name]["splash_type"]

            if splash_type == 1:  # splash bottom
                splash = lib.load_asset(
                    '/Game/Test_assets/WaterfallTool/Particles/PS_BottomSplash.PS_BottomSplash'
                )
                splash_scale *= 2
            elif splash_type == 0:  # splash top
                splash = lib.load_asset(
                    '/Game/Test_assets/WaterfallTool/Particles/PS_TopSplash.PS_TopSplash'
                )

            actor_location = unreal.Vector(pos[0] * 100, pos[1] * 100,
                                           pos[2] * 100)
            #actor_rotation = unreal.Rotator(rot[0],rot[2],rot[1])
            m_vector = unreal.Vector()
            m_vector.set(0, 0, 1)
            m_rot = m_vector.rotator_from_axis_and_angle(rot[1])
            actor_rotation = unreal.Rotator(rot[0], rot[2], rot[1])
            #actor_rotation =  m_rot
            actor_splash_scale = unreal.Vector(splash_scale[0],
                                               splash_scale[1],
                                               splash_scale[2])
            actor_foam_scale = unreal.Vector(foam_scale[0], foam_scale[1],
                                             foam_scale[2])
            m_name = "streamSplash"

            actor_splash = unreal.EditorLevelLibrary.spawn_actor_from_object(
                splash, actor_location, actor_rotation)
            actor_splash.set_folder_path('/' + m_name + '/')
            actor_splash_tags = actor_splash.get_editor_property('tags')
            actor_splash_tags.append('stream splash')
            actor_splash.set_editor_property('tags', actor_splash_tags)
            actor_splash.set_actor_scale3d(actor_splash_scale)
            actor_splash_componet = actor_splash.get_components_by_class(
                unreal.ParticleSystemComponent)[0]
            actor_splash_componet.set_translucent_sort_priority(100)
def deferredSpawnActor():
    world = unreal.EditorLevelLibrary.get_editor_world()
    actor_class = unreal.EditorAssetLibrary.load_blueprint_class('/Game/BluePrint/MyActor')
    actor_location = unreal.Vector(0.0, 0.0, 0.0)
    actor_rotation = unreal.Rotator(0.0, 0.0, 0.0)
    actor_scale = unreal.Vector(1.0, 1.0, 1.0)

    actor_transform = unreal.Transform(actor_location, actor_rotation, actor_scale)
    actor = unreal.EditorCppLib.begin_spawn_actor(world, actor_class, actor_transform)
    actor_tags = actor.get_editor_property('tags')
    actor_tags.append('My Python Tag')
    actor.set_editor_property('tags', actor_tags)
    unreal.EditorCppLib.finish_spawn_actor(actor, actor_transform)


# import WorldFunctions as wf
# reload(wf)
# wf.spawnActor()
示例#12
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    def align_l_up(self):
        base, target = self.get_selected_actors()
        info = level_lib.get_level_viewport_camera_info()
        if not info:
            toast(u"无法获取摄像机信息")
            return
        cam_location, cam_rotation = info
        origin, extent = base.get_actor_bounds(True)

        line = cam_location - origin
        line.normalize()
        x_val = line.dot(unreal.Vector(1, 0, 0))
        y_val = line.dot(unreal.Vector(0, 1, 0))
        z_val = line.dot(unreal.Vector(0, 0, 1))

        # NOTE 正对 X 轴
        if x_val > 0.5:
            pass
示例#13
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def main():
    for asset in util_lib.get_selected_assets():
        name = asset.get_name()
        if not isinstance(asset, unreal.StaticMesh):
            continue

        container_path = os.path.splitext(asset.get_path_name())[0]
        container = unreal.load_asset(Socket_Path)
        if not container:
            print(f"失败路径 -> {container_path}")
            return
        container = level_lib.spawn_actor_from_object(
            container, unreal.Vector(0.0, 0.0, 0.0))
        r = unreal.AttachmentRule.SNAP_TO_TARGET
        for socket in container.root_component.get_all_socket_names():
            mesh = level_lib.spawn_actor_from_object(
                asset, unreal.Vector(0.0, 0.0, 0.0))
            mesh.attach_to_actor(container, socket, r, r, r, False)
示例#14
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def test_level_export_import_main():
    unreal.EditorLoadingAndSavingUtils.new_blank_map(False)
    test_populate_world()

    #print("  call export_level")
    export_level_path = 'level_export/export_level.usda'
    export_task = usd_unreal.export_level.USDExportLevel()
    export_task.export_level(
        os.path.join(test_directory_generated, export_level_path),
        unreal.EditorLevelLibrary.get_editor_world())
    #if not compare_usd_files(os.path.join(test_directory_generated, export_level_path), os.path.join(test_directory_expected, export_level_path)):
    #	return False

    unreal.EditorLoadingAndSavingUtils.new_blank_map(False)

    # import the exported level
    import_exported_level(export_level_path)

    # export 'deltas' version of level before making changes
    export_level_unchanged_path = 'level_export/export_level_unchanged.usda'
    usd_unreal.export_level.export_current_level(
        os.path.join(test_directory_generated, export_level_unchanged_path))
    #if not compare_usd_files(os.path.join(test_directory_generated, export_level_unchanged_path), os.path.join(test_directory_expected, export_level_unchanged_path)):
    #	return False

    # change level then export 'deltas' version after making changes
    actor = unreal.EditorLevelLibrary.spawn_actor_from_object(
        unreal.load_asset("/Engine/BasicShapes/Cube.Cube"),
        unreal.Vector(0, 0, -100), unreal.Rotator(0, 0, 0))
    actor.set_actor_label("CubeAdded")

    actor = find_actor_by_label("CubePlaced")
    actor.set_actor_location(unreal.Vector(100, 60, -250), False, True)

    actor = find_actor_by_label("CubeToDelete")
    unreal.EditorLevelLibrary.destroy_actor(actor)

    export_level_changed_path = 'level_export/export_level_changed.usda'
    usd_unreal.export_level.export_current_level(
        os.path.join(test_directory_generated, export_level_changed_path))
    #if not compare_usd_files(os.path.join(test_directory_generated, export_level_changed_path), os.path.join(test_directory_expected, export_level_changed_path)):
    #	return False

    return True
示例#15
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    def mouseDoubleClickEvent(self, event):
        """
        双击生成 物体
        """
        super(PlacerItem, self).mouseDoubleClickEvent(event)

        selected = level_lib.get_selected_level_actors()
        location = selected[-1].get_actor_location(
        ) if selected else unreal.Vector(0, 0, 0)
        level_lib.spawn_actor_from_object(self.asset, location)
示例#16
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def add_mesh_to_level():
    static_mesh_actor = unreal.StaticMeshActor()
    location1 = unreal.Vector(1000.0, 400.0, 0.0)
    rotation1 = unreal.Rotator(0.0, 0.0, 0.0)
    new_actor = unreal.EditorLevelLibrary.spawn_actor_from_object(
        static_mesh_actor, location1, rotation1)
    yourmesh = unreal.EditorAssetLibrary.load_asset('/Game/EGC_Bake/abc1.abc1')
    # static_mesh_ins = unreal.StaticMeshComponent()
    # static_mesh_ins.set_static_mesh(yourmesh)
    unreal.EditorLevelLibrary.replace_mesh_components_meshes_on_actors(
        [new_actor], None, yourmesh)
示例#17
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    def create_camera(self):
        # 添加相机剪辑轨道
        camera_cut_track = self.ass.add_master_track(unreal.MovieSceneCameraCutTrack)
        # 添加相机剪裁的可视
        camera_cut_section = camera_cut_track.add_section()
        self.make_range(camera_cut_section)

        camera_actor = unreal.EditorLevelLibrary().spawn_actor_from_class(
            unreal.CineCameraActor, unreal.Vector(0, 0, 0), unreal.Rotator(0, 0, 0))
        camera_actor.set_actor_label("doodle_camera")
        camera_component = camera_actor.get_cine_camera_component()
        # ratio = math.tan(film_fov / 360.0 * math.pi) * 2

        # 添加一些相机熟悉
        filmback = camera_component.get_editor_property("filmback")
        # focal_length = camera_component.get_editor_property("current_focal_length")
        filmback.set_editor_property("sensor_height", 20.25)
        filmback.set_editor_property("sensor_width", 36.0)
        focus_settings = camera_component.get_editor_property("focus_settings")
        focus_settings.set_editor_property(
            "focus_method", unreal.CameraFocusMethod.DISABLE)

        # 添加相机绑定
        camera_binding = self.ass.add_possessable(camera_actor)
        camera_binding_id = self.ass.make_binding_id(
            camera_binding, unreal.MovieSceneObjectBindingSpace.LOCAL)
        camera_cut_section.set_camera_binding_id(camera_binding_id)

        # 添加transform_track轨道
        transform_track = camera_binding.add_track(unreal.MovieScene3DTransformTrack)
        transform_section = transform_track.add_section()
        self.make_range(transform_section)
        # 添加子组件绑定
        camera_component_binding = self.ass.add_possessable(camera_component)
        # 添加当前焦距
        camera_component_focal_track = camera_component_binding.add_track(unreal.MovieSceneFloatTrack)
        camera_component_focal_track.set_property_name_and_path("当前焦距", "CurrentFocalLength")
        camera_component_focal_track_section = camera_component_focal_track.add_section()
        self.make_range(camera_component_focal_track_section)
        # channels = camera_component_focal_track_section.get_channels()[0]
        # channels.add_key(unreal.FrameNumber(950), 35, 0.0, unreal.SequenceTimeUnit.DISPLAY_RATE)
        # 添加当前光圈
        camera_component_focal_track = camera_component_binding.add_track(unreal.MovieSceneFloatTrack)
        camera_component_focal_track.set_property_name_and_path("当前光圈", "CurrentAperture")
        camera_component_focal_track_section = camera_component_focal_track.add_section()
        self.make_range(camera_component_focal_track_section)

        # 添加手动聚焦
        camera_component_focal_track = camera_component_binding.add_track(unreal.MovieSceneFloatTrack)
        camera_component_focal_track.set_property_name_and_path("手动聚焦距离(聚焦设置)", "FocusSettings.ManualFocusDistance")
        camera_component_focal_track_section = camera_component_focal_track.add_section()
        self.make_range(camera_component_focal_track_section)
示例#18
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    def mouseDoubleClickEvent(self, event):
        """
        双击生成 物体
        """
        super(PlacerItem, self).mouseDoubleClickEvent(event)

        selected = level_lib.get_selected_level_actors()
        location = (
            selected[-1].get_actor_location() if selected else unreal.Vector(0, 0, 0)
        )
        sys_lib.begin_transaction(TRANSCATION, "spawn actor", None)
        level_lib.spawn_actor_from_object(self.asset, location)
        sys_lib.end_transaction()
示例#19
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def buildAnimationImportOptions(skeleton_path=''):
    options = unreal.FbxImportUI()
    # unreal.FbxImportUI
    options.set_editor_property('import_animations', True)
    options.skeleton = unreal.load_asset(skeleton_path)
    # unreal.FbxMeshImportData
    options.anim_sequence_import_data.set_editor_property('import_translation', unreal.Vector(0.0, 0.0, 0.0))
    options.anim_sequence_import_data.set_editor_property('import_rotation', unreal.Rotator(0.0, 0.0, 0.0))
    options.anim_sequence_import_data.set_editor_property('import_uniform_scale', 1.0)
    # unreal.FbxAnimSequenceImportData
    options.anim_sequence_import_data.set_editor_property('animation_length', unreal.FBXAnimationLengthImportType.FBXALIT_EXPORTED_TIME)
    options.anim_sequence_import_data.set_editor_property('remove_redundant_keys', False)
    return options
示例#20
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def test_populate_world():
    actors = []

    def spawn_actor(unreal_object, scale=None):
        a = test_spawn_actor(unreal_object)
        actors.append(a)
        return a

    # empty actor
    actor = spawn_actor(unreal.Actor.static_class())

    # lights
    actor = spawn_actor(unreal.RectLight.static_class())
    actor = spawn_actor(unreal.PointLight.static_class())
    actor = spawn_actor(unreal.DirectionalLight.static_class())
    actor = spawn_actor(unreal.SpotLight.static_class())

    # sky light
    actor = unreal.EditorLevelLibrary.spawn_actor_from_object(
        unreal.SkyLight.static_class(), unreal.Vector(0, 0, 0),
        unreal.Rotator(0, 0, 0))

    actor = spawn_actor(unreal.CineCameraActor.static_class())
    actor.set_actor_label("CineCameraPlaced")

    actor = unreal.EditorLevelLibrary.spawn_actor_from_object(
        unreal.load_asset("/Engine/BasicShapes/Cube.Cube"),
        unreal.Vector(0, 0, -200), unreal.Rotator(0, 0, 0))
    actor.set_actor_scale3d(unreal.Vector(7, 5, 1))
    actor.set_actor_label("CubePlaced")

    actor = unreal.EditorLevelLibrary.spawn_actor_from_object(
        unreal.load_asset("/Engine/BasicShapes/Cube.Cube"),
        unreal.Vector(0, 100, -100), unreal.Rotator(0, 0, 0))
    actor.set_actor_scale3d(unreal.Vector(1, 1, 0.5))
    actor.set_actor_label("CubeToDelete")

    return actors
示例#21
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    def offset_actor(self):
        actors = level_lib.get_selected_level_actors()
        if not actors:
            return

        x = self.TransformX_SB.value()
        y = self.TransformY_SB.value()
        z = self.TransformZ_SB.value()
        sys_lib.begin_transaction(TRANSCATION, "offset actor", None)
        for actor in actors:
            actor.modify(True)
            actor.add_actor_local_offset(unreal.Vector(x, y, z), False, False)
            actor.modify(False)
        sys_lib.end_transaction()
示例#22
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def buildSkeletalMeshImportOptions():
    options = unreal.FbxImportUI()
    # unreal.FbxImportUI
    options.set_editor_property('import_mesh', True)
    options.set_editor_property('import_textures', False)
    options.set_editor_property('import_materials', False)
    options.set_editor_property('import_as_skeletal', True)  # Skeletal Mesh
    # unreal.FbxMeshImportData
    options.skeletal_mesh_import_data.set_editor_property('import_translation', unreal.Vector(0.0, 0.0, 0.0))
    options.skeletal_mesh_import_data.set_editor_property('import_rotation', unreal.Rotator(0.0, 0.0, 0.0))
    options.skeletal_mesh_import_data.set_editor_property('import_uniform_scale', 1.0)
    # unreal.FbxSkeletalMeshImportData
    options.skeletal_mesh_import_data.set_editor_property('import_morph_targets', True)
    options.skeletal_mesh_import_data.set_editor_property('update_skeleton_reference_pose', False)
    return options
示例#23
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 def myTick(self, delta_seconds):
     self.time_while_this_window_is_open += delta_seconds
     self.widget.label.setText("{} Seconds".format(
         self.time_while_this_window_is_open))
     if self.random_actor:
         actor_location = self.random_actor.get_actor_location()
         speed = 300.0 * delta_seconds
         if self.random_actor_is_going_up:
             if actor_location.z > 1000.0:
                 self.random_actor_is_going_up = False
         else:
             speed = -speed
             if actor_location.z < 0.0:
                 self.random_actor_is_going_up = True
         self.random_actor.add_actor_world_offset(
             unreal.Vector(0.0, 0.0, speed), False, False)
示例#24
0
	def myTick(self, delta_seconds):
		# Set Time
		self.time_while_this_window_is_open += delta_seconds
		self.widget.lbl_Seconds.setText("%.1f Seconds" % self.time_while_this_window_is_open)
		# Affect Actor
		if self.random_actor:
			actor_location = self.random_actor.get_actor_location()
			speed = 300.0 * delta_seconds
			if self.random_actor_is_going_up:
				if actor_location.z > 1000.0:
					self.random_actor_is_going_up = False
			else:
				speed = -speed
				if actor_location.z < 0.0:
					self.random_actor_is_going_up = True
			self.random_actor.add_actor_world_offset(unreal.Vector(0.0, 0.0, speed), False, False)
示例#25
0
    def _set_option(self, frame_start=0, frame_end=0):
        options = unreal.AbcImportSettings()
        conversion = unreal.AbcConversionSettings()
        rotation = unreal.Vector(0.0, 90, 0.0)

        conversion.set_editor_property("rotation", rotation)
        options.set_editor_property("conversion_settings", conversion)

        options.import_type = unreal.AlembicImportType.SKELETAL
        options.sampling_settings.frame_start = frame_start
        options.sampling_settings.frame_end = frame_end
        options.sampling_settings.skip_empty = True
        #未解决 初始帧无法读取的问题前先用0代替
        # self.frame_start = frame_start
        self.frame_end = frame_end
        self.option = options
示例#26
0
def buildStaticMeshImportOptions():
    options = unreal.FbxImportUI()
    # unreal.FbxImportUI
    options.set_editor_property('import_mesh', True)
    options.set_editor_property('import_textures', False)
    options.set_editor_property('import_materials', False)
    options.set_editor_property('import_as_skeletal', False)  # Static Mesh
    # unreal.FbxMeshImportData
    options.static_mesh_import_data.set_editor_property('import_translation', unreal.Vector(0.0, 0.0, 0.0))
    options.static_mesh_import_data.set_editor_property('import_rotation', unreal.Rotator(0.0, 0.0, 0.0))
    options.static_mesh_import_data.set_editor_property('import_uniform_scale', 1.0)
    # unreal.FbxStaticMeshImportData
    options.static_mesh_import_data.set_editor_property('combine_meshes', True)
    options.static_mesh_import_data.set_editor_property('generate_lightmap_u_vs', True)
    options.static_mesh_import_data.set_editor_property('auto_generate_collision', True)
    return options
 def myTick(self, delta_seconds):
     self.time_while_this_window_is_open += delta_seconds
     self.widget.label.setText("{} Seconds".format(
         self.time_while_this_window_is_open))
     if self.random_actor:
         actor_scale = self.random_actor.get_actor_scale3d()
         speed = 3.0 * delta_seconds
         if self.random_actor_is_going_up:
             if actor_scale.z > 2.0:
                 self.random_actor_is_going_up = False
         else:
             speed = -speed
             if actor_scale.z < 0.5:
                 self.random_actor_is_going_up = True
         self.random_actor.set_actor_scale3d(
             unreal.Vector(actor_scale.x + speed, actor_scale.y + speed,
                           actor_scale.z + speed))
示例#28
0
    def build_import_options():
        options = unreal.FbxImportUI()
        #  ---- MESH
        options.set_editor_property('mesh_type_to_import',
                                    unreal.FBXImportType.FBXIT_SKELETAL_MESH)
        options.set_editor_property('import_mesh', True)
        options.set_editor_property('import_textures', False)
        options.set_editor_property('import_materials', False)
        options.set_editor_property('import_as_skeletal', True)  # Static Mesh
        options.skeletal_mesh_import_data.set_editor_property(
            'vertex_color_import_option',
            unreal.VertexColorImportOption.REPLACE)
        options.skeletal_mesh_import_data.set_editor_property(
            'update_skeleton_reference_pose', True)
        options.skeletal_mesh_import_data.set_editor_property(
            'use_t0_as_ref_pose', True)
        options.skeletal_mesh_import_data.set_editor_property(
            'preserve_smoothing_groups', True)
        options.skeletal_mesh_import_data.set_editor_property(
            'import_meshes_in_bone_hierarchy', True)
        options.skeletal_mesh_import_data.set_editor_property(
            'import_morph_targets', False)
        options.skeletal_mesh_import_data.set_editor_property(
            'import_mesh_lo_ds', False)
        options.skeletal_mesh_import_data.set_editor_property(
            'normal_import_method',
            unreal.FBXNormalImportMethod.FBXNIM_IMPORT_NORMALS_AND_TANGENTS)

        # ---- Transform
        options.skeletal_mesh_import_data.set_editor_property(
            'import_translation', unreal.Vector(0.0, 0.0, 0.0))
        options.skeletal_mesh_import_data.set_editor_property(
            'import_rotation', unreal.Rotator(0.0, 0.0, 0.0))
        options.skeletal_mesh_import_data.set_editor_property(
            'import_uniform_scale', 1.0)
        # ---- Miscellaneous
        options.skeletal_mesh_import_data.set_editor_property(
            'convert_scene', True)
        options.skeletal_mesh_import_data.set_editor_property(
            'force_front_x_axis', False)
        options.skeletal_mesh_import_data.set_editor_property(
            'convert_scene_unit', True)
        options.set_editor_property('override_full_name', True)

        return options
示例#29
0
    def buildSkeletalMeshImportOptions(self):
        skeletal_mesh_import_data = unreal.FbxSkeletalMeshImportData()
        skeletal_mesh_import_data.set_editor_property(
            'update_skeleton_reference_pose', False)
        skeletal_mesh_import_data.set_editor_property(
            'import_meshes_in_bone_hierarchy', True)
        skeletal_mesh_import_data.set_editor_property('use_t0_as_ref_pose',
                                                      False)
        skeletal_mesh_import_data.set_editor_property(
            'preserve_smoothing_groups', True)
        skeletal_mesh_import_data.set_editor_property('import_morph_targets',
                                                      True)
        import_translation = unreal.Vector(0, 0, 0)
        skeletal_mesh_import_data.set_editor_property('import_translation',
                                                      import_translation)
        import_rotation = unreal.Rotator(0, 0, 0)
        skeletal_mesh_import_data.set_editor_property('import_rotation',
                                                      import_rotation)
        skeletal_mesh_import_data.set_editor_property('import_uniform_scale',
                                                      1.0)
        skeletal_mesh_import_data.set_editor_property('convert_scene', True)
        skeletal_mesh_import_data.set_editor_property('force_front_x_axis',
                                                      False)
        skeletal_mesh_import_data.set_editor_property('convert_scene_unit',
                                                      False)
        # SkeletalMeshImportData->bImportAsScene = false;
        options = unreal.FbxImportUI()

        options.set_editor_property('skeletal_mesh_import_data',
                                    skeletal_mesh_import_data)
        options.set_editor_property('import_mesh', True)
        options.set_editor_property('import_textures', False)
        options.set_editor_property('import_materials', False)
        options.set_editor_property('import_as_skeletal', True)
        options.set_editor_property('skeleton', None)
        # options.skeletal_mesh_import_data.set_edtitor_property('import_translation')
        # options.skeletal_mesh_import_data.set_edtitor_property('import_rotation')
        # options.skeletal_mesh_import_data.set_edtitor_property('import_uniform_scale')

        # options.skeletal_mesh_import_data.set_edtitor_property('combine_meshes',False)
        # options.skeletal_mesh_import_data.set_edtitor_property('generate_lightmap_u_v')
        # options.skeletal_mesh_import_data.set_edtitor_property('generate_lightmap')
        return options
示例#30
0
 def myTick(self, delta_seconds):
     # Set Time
     self.time_while_this_window_is_open += delta_seconds
     self.widget.lbl_Seconds.setText("%.1f Seconds" %
                                     self.time_while_this_window_is_open)
     # Affect Actor
     if self.random_actor:
         actor_scale = self.random_actor.get_actor_scale3d()
         speed = 1.0 * delta_seconds
         if self.random_actor_is_growing:
             if actor_scale.z > 4.0:
                 self.random_actor_is_growing = False
         else:
             speed = -speed
             if actor_scale.z < 0.5:
                 self.random_actor_is_growing = True
         self.random_actor.set_actor_scale3d(
             unreal.Vector(actor_scale.x + speed, actor_scale.y + speed,
                           actor_scale.z + speed))