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Vysyr committed 2026-09-05 13:33:04 +02:00
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"""Generate turntable Level Sequences (and optionally queue Movie Render Queue jobs).
Run this from Unreal's Output Log with::
exec(open(r".../Content/Python/generate_blueprint_turntable.py").read())
generate_turntables("/Game/Blueprints/BP_MyAsset")
The script creates/saves a small presentation map, so the bindings in the
sequences and MRQ jobs are reproducible. Open any generated sequence in
Sequencer to show the normal camera, camera-cut and transform tracks.
"""
import unreal
# Project-specific defaults. They can be overridden in generate_turntables().
DEFAULT_OUTPUT_ROOT = "/Game/Sequences/Turntables"
DEFAULT_STAGE_MAP = "/Game/Maps/TurntableStage"
DEFAULT_RENDER_DIRECTORY = "{project_dir}/Saved/TurntableRenders"
FPS = 30
TURN_DURATION_SECONDS = 5.0
QUEUE_RENDER_IMMEDIATELY = False # True starts MRQ immediately after queueing.
RENDER_ALL_SKELETON_ANIMATIONS = False
def _log(message):
unreal.log("[Turntable] " + message)
def _asset_name(path):
return path.rsplit("/", 1)[-1].split(".")[0]
def _ensure_folder(path):
if not unreal.EditorAssetLibrary.does_directory_exist(path):
unreal.EditorAssetLibrary.make_directory(path)
def _create_or_open_stage(stage_map):
"""Open the dedicated map; creating it only on the first run."""
if unreal.EditorAssetLibrary.does_asset_exist(stage_map):
unreal.EditorLoadingAndSavingUtils.load_map(stage_map)
else:
_ensure_folder(stage_map.rsplit("/", 1)[0])
unreal.EditorLevelLibrary.new_level(stage_map)
unreal.EditorLevelLibrary.save_current_level()
def _find_skeletal_components(actor):
components = actor.get_components_by_class(unreal.SkeletalMeshComponent)
return [component for component in components if component.get_editor_property("skeletal_mesh")]
def _animations_set_on_blueprint(actor):
"""Return AnimSequences explicitly selected on components in the Blueprint.
Anim Blueprints are procedural at runtime and do not expose a finite list of
clips, so they are deliberately not guessed here. A component using
"Use Animation Asset" is exported as one sequence per assigned clip.
"""
animations = []
for component in _find_skeletal_components(actor):
try:
animation_data = component.get_editor_property("animation_data")
animation = animation_data.get_editor_property("anim_to_play")
if animation and animation not in animations:
animations.append(animation)
except Exception:
pass
return animations
def _all_skeleton_animations(actor):
"""Optional broad mode: render every AnimSequence sharing the actor skeleton."""
skeletons = set()
for component in _find_skeletal_components(actor):
mesh = component.get_editor_property("skeletal_mesh")
skeleton = mesh.get_editor_property("skeleton") if mesh else None
if skeleton:
skeletons.add(skeleton.get_path_name())
animations = []
registry = unreal.AssetRegistryHelpers.get_asset_registry()
for data in registry.get_assets_by_class("AnimSequence", True):
animation = data.get_asset()
if animation and animation.get_editor_property("skeleton").get_path_name() in skeletons:
animations.append(animation)
return animations
def _set_transform_keys(track, frames, start_location, start_rotation):
section = track.add_section()
section.set_range(0, frames)
channels = section.get_channels()
# Translation XYZ, rotation XYZ, scale XYZ. Key all channels explicitly so
# the result remains readable/editable in Sequencer.
values = [start_location.x, start_location.y, start_location.z,
start_rotation.roll, start_rotation.pitch, start_rotation.yaw,
1.0, 1.0, 1.0]
for index, value in enumerate(values):
channels[index].add_key(unreal.FrameNumber(0), value)
end_value = start_rotation.yaw + 360.0 if index == 5 else value
channels[index].add_key(unreal.FrameNumber(frames), end_value)
def _add_camera(sequence, camera, frames):
camera_binding = sequence.add_possessable(camera)
cut_track = sequence.add_master_track(unreal.MovieSceneCameraCutTrack)
cut = cut_track.add_section()
cut.set_range(0, frames)
# Camera cuts require a MovieSceneObjectBindingID, not the binding proxy.
cut.set_camera_binding_id(sequence.get_binding_id(camera_binding))
def _add_animation_track(sequence, actor, animation, frames):
"""Bind the matching skeletal component and play its animation clip."""
for component in _find_skeletal_components(actor):
mesh = component.get_editor_property("skeletal_mesh")
skeleton = mesh.get_editor_property("skeleton") if mesh else None
if skeleton != animation.get_editor_property("skeleton"):
continue
binding = sequence.add_possessable(component)
track = binding.add_track(unreal.MovieSceneSkeletalAnimationTrack)
section = track.add_section()
section.set_range(0, frames)
params = section.get_editor_property("params")
params.set_editor_property("animation", animation)
section.set_editor_property("params", params)
return True
return False
def _make_sequence(sequence_name, output_folder, actor, camera, animation=None):
tools = unreal.AssetToolsHelpers.get_asset_tools()
existing_path = output_folder + "/" + sequence_name
if unreal.EditorAssetLibrary.does_asset_exist(existing_path):
unreal.EditorAssetLibrary.delete_asset(existing_path)
sequence = tools.create_asset(sequence_name, output_folder, unreal.LevelSequence,
unreal.LevelSequenceFactoryNew())
frames = max(1, round(FPS * max(TURN_DURATION_SECONDS,
animation.get_play_length() if animation else 0.0)))
sequence.set_display_rate(unreal.FrameRate(FPS, 1))
sequence.set_playback_start(0)
sequence.set_playback_end(frames)
actor_binding = sequence.add_possessable(actor)
transform_track = actor_binding.add_track(unreal.MovieScene3DTransformTrack)
_set_transform_keys(transform_track, frames, actor.get_actor_location(), actor.get_actor_rotation())
_add_camera(sequence, camera, frames)
if animation:
_add_animation_track(sequence, actor, animation, frames)
unreal.EditorAssetLibrary.save_asset(sequence.get_path_name())
return sequence
def _queue_render(sequence, stage_map, directory):
subsystem = unreal.get_editor_subsystem(unreal.MoviePipelineQueueSubsystem)
queue = subsystem.get_queue()
job = queue.allocate_new_job(unreal.MoviePipelineExecutorJob)
job.job_name = sequence.get_name()
job.sequence = unreal.SoftObjectPath(sequence.get_path_name())
job.map = unreal.SoftObjectPath(stage_map)
config = job.get_configuration()
output = config.find_or_add_setting_by_class(unreal.MoviePipelineOutputSetting)
output.output_directory = unreal.DirectoryPath(directory)
output.file_name_format = "{job_name}/{frame_number}"
output.output_resolution = unreal.IntPoint(1920, 1080)
config.find_or_add_setting_by_class(unreal.MoviePipelineImageSequenceOutput_PNG)
return subsystem
def generate_turntables(blueprint_path, output_root=DEFAULT_OUTPUT_ROOT,
stage_map=DEFAULT_STAGE_MAP, render_directory=DEFAULT_RENDER_DIRECTORY,
render_immediately=QUEUE_RENDER_IMMEDIATELY,
render_all_skeleton_animations=RENDER_ALL_SKELETON_ANIMATIONS):
"""Create a turntable plus one turntable per explicitly assigned animation.
`blueprint_path` must be an asset path, e.g. /Game/Blueprints/BP_Robot.
The return value is the generated LevelSequence list.
"""
blueprint = unreal.load_asset(blueprint_path)
if not blueprint or not isinstance(blueprint, unreal.Blueprint):
raise RuntimeError("Expected a Blueprint asset path, got: " + blueprint_path)
bp_name = _asset_name(blueprint_path)
# A separate stage per asset prevents other turntable actors from appearing
# in the same render. Supplying a custom stage_map preserves that exact map.
if stage_map == DEFAULT_STAGE_MAP:
stage_map = stage_map + "_" + bp_name
_create_or_open_stage(stage_map)
folder = output_root + "/" + bp_name
_ensure_folder(folder)
# Re-running the script replaces only its own presentation actors in the
# selected stage map. This keeps repeated demos deterministic.
generated_labels = {"TT_" + bp_name, "TT_Camera_" + bp_name}
for existing_actor in unreal.EditorLevelLibrary.get_all_level_actors():
if existing_actor.get_actor_label() in generated_labels:
unreal.EditorLevelLibrary.destroy_actor(existing_actor)
actor = unreal.EditorLevelLibrary.spawn_actor_from_object(blueprint, unreal.Vector(0, 0, 0))
actor.set_actor_label("TT_" + bp_name)
origin, extent = actor.get_actor_bounds(False)
distance = max(extent.x, extent.y, extent.z) * 3.0 + 150.0
camera = unreal.EditorLevelLibrary.spawn_actor_from_class(
unreal.CineCameraActor, unreal.Vector(origin.x - distance, origin.y, origin.z), unreal.Rotator(0, 0, 0))
camera.set_actor_label("TT_Camera_" + bp_name)
camera.set_actor_rotation((origin - camera.get_actor_location()).rotation(), False)
camera.get_cine_camera_component().set_editor_property("current_focal_length", 50.0)
sequences = [_make_sequence("LS_TT_" + bp_name, folder, actor, camera)]
animations = _all_skeleton_animations(actor) if render_all_skeleton_animations else _animations_set_on_blueprint(actor)
for animation in animations:
name = "LS_TT_{0}_{1}".format(bp_name, animation.get_name())
sequences.append(_make_sequence(name, folder, actor, camera, animation))
unreal.EditorLevelLibrary.save_current_level()
subsystem = None
for sequence in sequences:
subsystem = _queue_render(sequence, stage_map, render_directory)
if render_immediately and subsystem:
subsystem.render_queue_with_executor(unreal.MoviePipelinePIEExecutor)
_log("Created {0} sequence(s) and queued {0} PNG job(s) for {1}.".format(len(sequences), bp_name))
return sequences