advanced example
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@@ -10,7 +10,7 @@ if "ue_workshop" in sys.modules:
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raise RuntimeError("Poczekaj na zakonczenie renderu przed przeladowaniem biblioteki.")
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# Najpierw zaleznosci, potem moduly, ktore z nich korzystaja.
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for _name in ("paths", "progress", "video", "materials", "camera", "lighting", "assets",
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"_gltf", "blender", "scene", "sequence", "render"):
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"_gltf", "blender", "characters", "skeletal", "scene", "sequence", "render"):
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_module = sys.modules.get("ue_workshop." + _name)
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if _module is not None:
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importlib.reload(_module)
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@@ -18,12 +18,17 @@ if "ue_workshop" in sys.modules:
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from ue_workshop import Scene, Sequence, Renderer, camera, lighting, materials
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from ue_workshop.paths import PROJECT
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from ue_workshop.characters import FIGHTER_MODEL, CREATURE_MODEL
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# WYBOR POSTACI: "primitive", "robot", "pilot" lub "file".
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MODEL = "file"
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MODEL_FILE = PROJECT / "source_assets/character/character_custom.blend"
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# WYBOR POSTACI: "fighter", "creature", "primitive" lub "file".
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MODEL = "fighter"
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REIMPORT = False # True: ponowny import modelu i klipow; False: istniejace assety UE
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ANIMATION = "great_sword_attack" # wszystkie nazwy: docs/animations.md; creature: mutant_swiping
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MODEL_FILE = PROJECT / "source_assets/character/my_mixamo_character.fbx"
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SKELETAL = True # dla MODEL="file"; False dla statycznego GLB/FBX/OBJ/.blend
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ANIMATION_FILE = None # None: animacja w MODEL_FILE; albo FBX Without Skin tej samej postaci
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MODEL_HEIGHT = 200 # centymetry; None zachowuje oryginalny rozmiar
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MODEL_ROTATION = (0, 0, 0) # roll, pitch, yaw; np. (0, 0, 90) obraca model
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MODEL_ROTATION = (0, 0, 180) # roll, pitch, yaw; obrot modeli Mixamo przodem do kamery
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# 1. MODEL I SCENA. Jednostki: centymetry. Os Z wskazuje gore.
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scene = Scene("MyShot")
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@@ -32,33 +37,52 @@ if MODEL == "primitive":
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blue = materials.color("Character", rgb=(0.04, 0.35, 0.8), metallic=0.2)
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character = scene.character(material=blue, head_scale=1.0)
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else:
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sources = {
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"robot": (PROJECT / "DemoAssets/RobotPolice/RobotPolice.fbx", "RobotPolice"),
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"pilot": (PROJECT / "DemoAssets/pilot/pilot.fbx", "Pilot"),
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"file": (MODEL_FILE, "CustomCharacter"),
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presets = {
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"fighter": (FIGHTER_MODEL, "Fighter"),
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"creature": (CREATURE_MODEL, "Creature"),
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}
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if MODEL not in sources:
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raise ValueError("MODEL: primitive, robot, pilot lub file.")
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source, name = sources[MODEL]
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character = scene.model(source, name=name, height=MODEL_HEIGHT, rotation=MODEL_ROTATION)
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if MODEL in presets:
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source, name = presets[MODEL]
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character = scene.skeletal_model(source, name=name, height=MODEL_HEIGHT,
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rotation=MODEL_ROTATION,
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reimport=REIMPORT)
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elif MODEL == "file":
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if SKELETAL:
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character = scene.skeletal_model(MODEL_FILE, name="CustomCharacter", height=MODEL_HEIGHT,
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rotation=MODEL_ROTATION,
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animations={"custom": ANIMATION_FILE} if ANIMATION_FILE else None,
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reimport=REIMPORT)
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else:
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character = scene.model(MODEL_FILE, name="CustomCharacter", height=MODEL_HEIGHT,
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rotation=MODEL_ROTATION, reimport=REIMPORT)
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else:
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raise ValueError("MODEL: fighter, creature, primitive lub file.")
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scene.primitive("Cube", name="Floor", location=(0, 0, -10), scale=(20, 20, 0.2), material=floor)
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lighting.studio(scene, key_color=(1.0, 0.75, 0.5), fill_color=(0.3, 0.6, 1.0))
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cam = camera.create(scene, location=(450, -550, 300), focal_length=45)
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cam = camera.create(scene, location=(450, -550, 300), fov=40)
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# 2. ANIMACJA. 48 klatek przy 24 FPS = 2 sekundy. Ostatnia klatka ma numer 47.
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shot = Sequence(scene, fps=24, frames=48)
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# 2. ANIMACJA. 120 klatek przy 24 FPS = 5 sekund. Ostatnia klatka ma numer 119.
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shot = Sequence(scene, fps=24, frames=120)
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shot.camera(cam)
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if MODEL in ("fighter", "creature"):
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idle = "great_sword_idle" if MODEL == "fighter" else "mutant_idle"
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shot.animation(character, idle, start=0, end=60)
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shot.animation(character, ANIMATION, start=48, end=120)
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elif MODEL == "file" and SKELETAL:
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shot.animation(character, "custom" if ANIMATION_FILE else None)
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else:
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shot.transform_key(character, 0, rotation=(0, 0, 0))
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shot.transform_key(character, 119, rotation=(0, 0, 360))
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# Rotacja: (roll, pitch, yaw), w stopniach.
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shot.transform_key(character, 0, rotation=(0, 0, 0))
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shot.transform_key(character, 47, rotation=(0, 0, 360))
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# Opcjonalny podskok (dziala tak samo dla robota i wlasnego modelu):
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# Klucze transformacji dzialaja tez razem z animacja kosci.
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# Opcjonalny podskok:
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# shot.transform_key(character, 0, location=(0, 0, 0), interpolation="auto")
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# shot.transform_key(character, 24, location=(0, 0, 80), interpolation="auto")
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# shot.transform_key(character, 47, location=(0, 0, 0), interpolation="auto")
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# shot.transform_key(character, 60, location=(0, 0, 80), interpolation="auto")
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# shot.transform_key(character, 119, location=(0, 0, 0), interpolation="auto")
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shot.save()
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# 3. WYNIK. Najpierw obejrzyj animacje w Sequencerze, potem zmien RENDER na True.
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RENDER = True
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RENDER = False
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renderer = Renderer(width=1920, height=1080, samples=4, warmup=32, mp4=True)
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# Mozesz tez zaczac od presetu i nadpisac wybrane wartosci:
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# renderer = Renderer.from_preset("final", width=1920, height=1080)
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