basic advanced example
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"""Maintain static editor enums as models and animations are imported."""
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import ast
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import importlib
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import math
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from pathlib import Path
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import sys
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import tempfile
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from .paths import slug
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CATALOG = Path(__file__).with_name("animations.py")
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HEADER = '''"""Automatically generated clip names and durations for VS Code.
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Updated by scene.skeletal_model() using imported UE animation assets.
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This module works without Unreal. Do not edit durations manually.
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"""
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from .animation_clip import AnimationClip
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'''
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def _read_classes(text):
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classes = {}
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for node in ast.parse(text).body:
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if not isinstance(node, ast.ClassDef):
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continue
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data = {}
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for statement in node.body:
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if isinstance(statement, ast.Assign) and len(statement.targets) == 1:
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key, seconds = ast.literal_eval(statement.value)
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data[key] = float(seconds)
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classes[node.name] = data
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return classes
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def _class_source(name, clips):
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lines = [f'class {name}(AnimationClip):',
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f' """Clip names and durations: type {name}. for editor completion."""']
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members = set()
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for key, seconds in sorted(clips.items()):
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member = slug(key).upper()
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if member in members:
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raise ValueError(f"Powtorzona nazwa enuma: {name}.{member}")
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members.add(member)
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if not math.isfinite(seconds) or seconds <= 0:
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raise ValueError(f"Nieprawidlowa dlugosc animacji {key}: {seconds}")
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lines.extend([f' {member} = ({key!r}, {seconds!r})',
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f' """{seconds:.3f} seconds at speed=1; clip: {key}."""'])
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return '\n'.join(lines)
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def _publish_class(source, filename):
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# Refresh only this class, preserving other enum classes and existing imports.
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# Names are validated and data are emitted with repr; source is generated here.
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module = sys.modules.get(__package__ + ".animations")
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if module is not None:
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exec(compile(source, str(filename), "exec"), vars(module))
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importlib.invalidate_caches()
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def update_catalog(name, clips, *, replace=True, output=None):
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"""Write NameAnimations. Partial selections merge; full discovery replaces it.
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Other models are preserved. Identical metadata does not rewrite the file.
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clips maps actual playback keys to durations in seconds, without Unreal objects.
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"""
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name = slug(name)
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class_name = name[0].upper() + name[1:] + "Animations"
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path = CATALOG if output is None else Path(output)
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old_text = path.read_text(encoding="utf-8") if path.is_file() else ""
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classes = _read_classes(old_text)
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data = {} if replace else dict(classes.get(class_name, {}))
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data.update({key: float(seconds) for key, seconds in clips.items()})
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classes[class_name] = data
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sources = {key: _class_source(key, value) for key, value in sorted(classes.items())}
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text = HEADER + '\n\n' + '\n\n\n'.join(sources.values()) + '\n'
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if text != old_text:
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path.parent.mkdir(parents=True, exist_ok=True)
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with tempfile.NamedTemporaryFile(mode="w", encoding="utf-8", newline="\n",
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dir=path.parent, prefix=path.name + ".", suffix=".tmp",
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delete=False) as temporary:
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temporary.write(text)
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temporary_path = Path(temporary.name)
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try:
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temporary_path.replace(path)
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finally:
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temporary_path.unlink(missing_ok=True)
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if output is None:
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_publish_class(sources[class_name], path)
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return class_name
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@@ -0,0 +1,33 @@
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"""Animation metadata usable in normal Python and VS Code without Unreal."""
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from enum import Enum
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import math
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class AnimationClip(Enum):
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"""A named clip with its exported duration. Subclasses list concrete clips."""
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def __init__(self, key: str, seconds: float):
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self._key = key
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self._seconds = seconds
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@property
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def key(self) -> str:
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"""Clip name used by shot.animation(), derived from the FBX filename."""
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return self._key
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@property
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def seconds(self) -> float:
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"""Duration of one playback at speed=1, exported from Unreal."""
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return self._seconds
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def frames(self, fps: int = 24, speed: float = 1.0) -> int:
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"""Frames needed for one playback at this sequence FPS and speed."""
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if type(fps) is not int or fps < 1:
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raise ValueError("fps musi byc dodatnia liczba calkowita.")
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if isinstance(speed, bool) or not isinstance(speed, (int, float)) or not math.isfinite(speed) or speed <= 0:
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raise ValueError("speed musi byc dodatnia liczba.")
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value = self.seconds * fps / speed
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# Unreal stores durations as float32; avoid adding a whole extra frame
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# for values such as 3.200000047683716 seconds at 30 FPS.
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nearest = round(value)
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return max(1, nearest if math.isclose(value, nearest, rel_tol=0, abs_tol=0.0001) else math.ceil(value))
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@@ -0,0 +1,140 @@
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"""Automatically generated clip names and durations for VS Code.
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Updated by scene.skeletal_model() using imported UE animation assets.
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This module works without Unreal. Do not edit durations manually.
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"""
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from .animation_clip import AnimationClip
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class CreatureAnimations(AnimationClip):
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"""Clip names and durations: type CreatureAnimations. for editor completion."""
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LEFT_TURN_45 = ('left_turn_45', 1.3333333730697632)
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"""1.333 seconds at speed=1; clip: left_turn_45."""
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MUTANT_BREATHING_IDLE = ('mutant_breathing_idle', 4.0333333015441895)
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"""4.033 seconds at speed=1; clip: mutant_breathing_idle."""
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MUTANT_DYING = ('mutant_dying', 4.599999904632568)
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"""4.600 seconds at speed=1; clip: mutant_dying."""
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MUTANT_FLEXING_MUSCLES = ('mutant_flexing_muscles', 4.666666507720947)
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"""4.667 seconds at speed=1; clip: mutant_flexing_muscles."""
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MUTANT_IDLE = ('mutant_idle', 5.300000190734863)
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"""5.300 seconds at speed=1; clip: mutant_idle."""
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MUTANT_JUMPING = ('mutant_jumping', 3.1666667461395264)
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"""3.167 seconds at speed=1; clip: mutant_jumping."""
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MUTANT_LEFT_TURN_45 = ('mutant_left_turn_45', 1.3333333730697632)
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"""1.333 seconds at speed=1; clip: mutant_left_turn_45."""
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MUTANT_RIGHT_TURN_45 = ('mutant_right_turn_45', 1.9666666984558105)
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"""1.967 seconds at speed=1; clip: mutant_right_turn_45."""
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MUTANT_RIGHT_TURN_45_2 = ('mutant_right_turn_45_2', 1.3333333730697632)
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"""1.333 seconds at speed=1; clip: mutant_right_turn_45_2."""
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MUTANT_RUN = ('mutant_run', 0.8666666746139526)
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"""0.867 seconds at speed=1; clip: mutant_run."""
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MUTANT_SWIPING = ('mutant_swiping', 2.6666667461395264)
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"""2.667 seconds at speed=1; clip: mutant_swiping."""
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MUTANT_WALKING = ('mutant_walking', 1.4333332777023315)
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"""1.433 seconds at speed=1; clip: mutant_walking."""
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class FighterAnimations(AnimationClip):
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"""Clip names and durations: type FighterAnimations. for editor completion."""
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DRAW_A_GREAT_SWORD_1 = ('draw_a_great_sword_1', 0.5)
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"""0.500 seconds at speed=1; clip: draw_a_great_sword_1."""
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DRAW_A_GREAT_SWORD_2 = ('draw_a_great_sword_2', 0.800000011920929)
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"""0.800 seconds at speed=1; clip: draw_a_great_sword_2."""
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GREAT_SWORD_180_TURN = ('great_sword_180_turn', 0.800000011920929)
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"""0.800 seconds at speed=1; clip: great_sword_180_turn."""
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GREAT_SWORD_180_TURN_2 = ('great_sword_180_turn_2', 0.5666666626930237)
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"""0.567 seconds at speed=1; clip: great_sword_180_turn_2."""
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GREAT_SWORD_ATTACK = ('great_sword_attack', 1.2000000476837158)
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"""1.200 seconds at speed=1; clip: great_sword_attack."""
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GREAT_SWORD_BLOCKING = ('great_sword_blocking', 0.5)
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"""0.500 seconds at speed=1; clip: great_sword_blocking."""
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GREAT_SWORD_BLOCKING_2 = ('great_sword_blocking_2', 0.9666666388511658)
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"""0.967 seconds at speed=1; clip: great_sword_blocking_2."""
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GREAT_SWORD_BLOCKING_3 = ('great_sword_blocking_3', 0.5)
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"""0.500 seconds at speed=1; clip: great_sword_blocking_3."""
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GREAT_SWORD_CASTING = ('great_sword_casting', 4.800000190734863)
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"""4.800 seconds at speed=1; clip: great_sword_casting."""
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GREAT_SWORD_CROUCHING = ('great_sword_crouching', 0.6666666865348816)
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"""0.667 seconds at speed=1; clip: great_sword_crouching."""
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GREAT_SWORD_CROUCHING_2 = ('great_sword_crouching_2', 0.699999988079071)
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"""0.700 seconds at speed=1; clip: great_sword_crouching_2."""
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GREAT_SWORD_CROUCHING_3 = ('great_sword_crouching_3', 1.8333333730697632)
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"""1.833 seconds at speed=1; clip: great_sword_crouching_3."""
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GREAT_SWORD_CROUCHING_4 = ('great_sword_crouching_4', 0.36666667461395264)
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"""0.367 seconds at speed=1; clip: great_sword_crouching_4."""
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GREAT_SWORD_CROUCHING_5 = ('great_sword_crouching_5', 1.399999976158142)
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"""1.400 seconds at speed=1; clip: great_sword_crouching_5."""
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GREAT_SWORD_CROUCHING_6 = ('great_sword_crouching_6', 0.46666666865348816)
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"""0.467 seconds at speed=1; clip: great_sword_crouching_6."""
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GREAT_SWORD_HIGH_SPIN_ATTACK = ('great_sword_high_spin_attack', 1.8666666746139526)
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"""1.867 seconds at speed=1; clip: great_sword_high_spin_attack."""
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GREAT_SWORD_IDLE = ('great_sword_idle', 2.0)
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"""2.000 seconds at speed=1; clip: great_sword_idle."""
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GREAT_SWORD_IDLE_2 = ('great_sword_idle_2', 3.700000047683716)
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"""3.700 seconds at speed=1; clip: great_sword_idle_2."""
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GREAT_SWORD_IDLE_3 = ('great_sword_idle_3', 3.6666667461395264)
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"""3.667 seconds at speed=1; clip: great_sword_idle_3."""
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GREAT_SWORD_IDLE_4 = ('great_sword_idle_4', 3.7666666507720947)
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"""3.767 seconds at speed=1; clip: great_sword_idle_4."""
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GREAT_SWORD_IDLE_5 = ('great_sword_idle_5', 7.566666603088379)
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"""7.567 seconds at speed=1; clip: great_sword_idle_5."""
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GREAT_SWORD_IMPACT = ('great_sword_impact', 0.8666666746139526)
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"""0.867 seconds at speed=1; clip: great_sword_impact."""
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GREAT_SWORD_IMPACT_2 = ('great_sword_impact_2', 1.2000000476837158)
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"""1.200 seconds at speed=1; clip: great_sword_impact_2."""
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GREAT_SWORD_IMPACT_3 = ('great_sword_impact_3', 1.2666666507720947)
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"""1.267 seconds at speed=1; clip: great_sword_impact_3."""
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GREAT_SWORD_IMPACT_4 = ('great_sword_impact_4', 0.6666666865348816)
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"""0.667 seconds at speed=1; clip: great_sword_impact_4."""
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GREAT_SWORD_IMPACT_5 = ('great_sword_impact_5', 0.9666666388511658)
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"""0.967 seconds at speed=1; clip: great_sword_impact_5."""
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GREAT_SWORD_JUMP = ('great_sword_jump', 0.6333333253860474)
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"""0.633 seconds at speed=1; clip: great_sword_jump."""
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GREAT_SWORD_JUMP_2 = ('great_sword_jump_2', 0.8999999761581421)
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"""0.900 seconds at speed=1; clip: great_sword_jump_2."""
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GREAT_SWORD_JUMP_ATTACK = ('great_sword_jump_attack', 2.1666667461395264)
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"""2.167 seconds at speed=1; clip: great_sword_jump_attack."""
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GREAT_SWORD_KICK = ('great_sword_kick', 1.5)
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"""1.500 seconds at speed=1; clip: great_sword_kick."""
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GREAT_SWORD_KICK_2 = ('great_sword_kick_2', 1.7333333492279053)
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"""1.733 seconds at speed=1; clip: great_sword_kick_2."""
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GREAT_SWORD_POWER_UP = ('great_sword_power_up', 3.5)
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"""3.500 seconds at speed=1; clip: great_sword_power_up."""
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GREAT_SWORD_RUN = ('great_sword_run', 0.7333333492279053)
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"""0.733 seconds at speed=1; clip: great_sword_run."""
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GREAT_SWORD_RUN_2 = ('great_sword_run_2', 0.6000000238418579)
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"""0.600 seconds at speed=1; clip: great_sword_run_2."""
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GREAT_SWORD_SLASH = ('great_sword_slash', 1.2666666507720947)
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"""1.267 seconds at speed=1; clip: great_sword_slash."""
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GREAT_SWORD_SLASH_2 = ('great_sword_slash_2', 3.5333333015441895)
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"""3.533 seconds at speed=1; clip: great_sword_slash_2."""
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GREAT_SWORD_SLASH_3 = ('great_sword_slash_3', 1.8333333730697632)
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"""1.833 seconds at speed=1; clip: great_sword_slash_3."""
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GREAT_SWORD_SLASH_4 = ('great_sword_slash_4', 1.7999999523162842)
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"""1.800 seconds at speed=1; clip: great_sword_slash_4."""
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GREAT_SWORD_SLASH_5 = ('great_sword_slash_5', 1.4333332777023315)
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"""1.433 seconds at speed=1; clip: great_sword_slash_5."""
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GREAT_SWORD_SLIDE_ATTACK = ('great_sword_slide_attack', 2.133333444595337)
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"""2.133 seconds at speed=1; clip: great_sword_slide_attack."""
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GREAT_SWORD_STRAFE = ('great_sword_strafe', 1.100000023841858)
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"""1.100 seconds at speed=1; clip: great_sword_strafe."""
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GREAT_SWORD_STRAFE_2 = ('great_sword_strafe_2', 1.1666666269302368)
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"""1.167 seconds at speed=1; clip: great_sword_strafe_2."""
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GREAT_SWORD_STRAFE_3 = ('great_sword_strafe_3', 0.5666666626930237)
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"""0.567 seconds at speed=1; clip: great_sword_strafe_3."""
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GREAT_SWORD_STRAFE_4 = ('great_sword_strafe_4', 0.6333333253860474)
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"""0.633 seconds at speed=1; clip: great_sword_strafe_4."""
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GREAT_SWORD_TURN = ('great_sword_turn', 0.7333333492279053)
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"""0.733 seconds at speed=1; clip: great_sword_turn."""
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GREAT_SWORD_TURN_2 = ('great_sword_turn_2', 0.8333333134651184)
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"""0.833 seconds at speed=1; clip: great_sword_turn_2."""
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GREAT_SWORD_WALK = ('great_sword_walk', 1.3666666746139526)
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"""1.367 seconds at speed=1; clip: great_sword_walk."""
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GREAT_SWORD_WALK_2 = ('great_sword_walk_2', 1.2999999523162842)
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"""1.300 seconds at speed=1; clip: great_sword_walk_2."""
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SPELL_CAST = ('spell_cast', 1.1333333253860474)
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"""1.133 seconds at speed=1; clip: spell_cast."""
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TWO_HANDED_SWORD_DEATH = ('two_handed_sword_death', 2.4000000953674316)
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"""2.400 seconds at speed=1; clip: two_handed_sword_death."""
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TWO_HANDED_SWORD_DEATH_2 = ('two_handed_sword_death_2', 2.5999999046325684)
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"""2.600 seconds at speed=1; clip: two_handed_sword_death_2."""
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@@ -3,21 +3,55 @@ import unreal
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from .camera import look_at
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def _setup(actor, component_class, intensity, color):
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light = actor.get_component_by_class(component_class)
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light.set_mobility(unreal.ComponentMobility.MOVABLE)
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light.set_editor_property("intensity", float(intensity))
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light.set_light_color(unreal.LinearColor(*color, 1.0))
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return light
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def area(scene, name="Light", location=(200, -200, 350), target=(0, 0, 100),
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intensity=12000, color=(1, 1, 1), size=180):
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actor = scene.spawn(unreal.RectLight, name, location)
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light = actor.get_component_by_class(unreal.RectLightComponent)
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light.set_mobility(unreal.ComponentMobility.MOVABLE)
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light.set_editor_property("intensity", float(intensity))
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light = _setup(actor, unreal.RectLightComponent, intensity, color)
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light.set_editor_property("source_width", float(size))
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light.set_editor_property("source_height", float(size))
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light.set_editor_property("attenuation_radius", 2000.0)
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light.set_light_color(unreal.LinearColor(*color, 1.0))
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look_at(actor, target)
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return actor
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def point(scene, name="Point", location=(0, 0, 250), intensity=10000, color=(1, 1, 1)):
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"""Bulb shining in all directions."""
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actor = scene.spawn(unreal.PointLight, name, location)
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light = _setup(actor, unreal.PointLightComponent, intensity, color)
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light.set_editor_property("attenuation_radius", 2000.0)
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return actor
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def spot(scene, name="Spot", location=(200, -200, 400), target=(0, 0, 100),
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intensity=20000, color=(1, 1, 1), angle=30):
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"""Cone of light; angle is measured in degrees from the cone axis."""
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actor = scene.spawn(unreal.SpotLight, name, location)
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light = _setup(actor, unreal.SpotLightComponent, intensity, color)
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light.set_editor_property("attenuation_radius", 2000.0)
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light.set_editor_property("outer_cone_angle", float(angle))
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light.set_editor_property("inner_cone_angle", float(angle) * 0.7)
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look_at(actor, target)
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return actor
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def sun(scene, name="Sun", location=(300, -300, 500), target=(0, 0, 0),
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intensity=500, color=(1, 1, 1)):
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"""Parallel light for the whole scene; only the location-target direction matters."""
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actor = scene.spawn(unreal.DirectionalLight, name, location)
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_setup(actor, unreal.DirectionalLightComponent, intensity, color)
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look_at(actor, target)
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return actor
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def studio(scene, key_color=(1.0, 0.82, 0.65), fill_color=(0.5, 0.7, 1.0)):
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return [area(scene, "Key", (200, -250, 350), color=key_color),
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return [area(scene, "Key", (200, -500, 350), color=key_color),
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area(scene, "Fill", (100, 300, 250), intensity=7000, color=fill_color),
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area(scene, "Rim", (-200, 0, 300), intensity=15000)]
|
||||
@@ -0,0 +1,58 @@
|
||||
"""Transfer horizontal root motion to Sequencer actor keys without changing source clips."""
|
||||
import math
|
||||
import hashlib
|
||||
|
||||
import unreal
|
||||
|
||||
from .paths import GENERATED
|
||||
|
||||
|
||||
def prepare(clip, child, scene_name):
|
||||
component = child.skeletal_mesh_component
|
||||
bone = component.get_bone_name(0)
|
||||
count = int(clip.get_editor_property("number_of_sampled_keys"))
|
||||
duration = clip.get_play_length()
|
||||
if count < 2 or duration <= 0:
|
||||
raise ValueError("keep_end_position wymaga animacji z co najmniej dwiema probkami.")
|
||||
poses = [unreal.AnimationLibrary.get_bone_pose_for_time(
|
||||
clip, bone, duration * index / (count - 1), False) for index in range(count)]
|
||||
first = poses[0].translation
|
||||
# Extract only horizontal travel. Keep vertical motion (jumps/bobbing),
|
||||
# every root rotation and scale, and all other bone tracks unchanged.
|
||||
positions = [unreal.Vector(first.x, first.y, pose.translation.z) for pose in poses]
|
||||
folder = f"{GENERATED}/{scene_name}/RootMotion"
|
||||
identity = hashlib.sha1(clip.get_path_name().encode("utf-8")).hexdigest()[:8]
|
||||
name = clip.get_name() + "_" + identity + "_InPlace"
|
||||
path = folder + "/" + name
|
||||
if unreal.EditorAssetLibrary.does_asset_exist(path):
|
||||
# This path contains only our generated derivative for this scene.
|
||||
if not unreal.EditorAssetLibrary.delete_asset(path):
|
||||
raise RuntimeError("Nie mozna odswiezyc wygenerowanego klipu " + path)
|
||||
copy = unreal.AssetToolsHelpers.get_asset_tools().duplicate_asset(name, folder, clip)
|
||||
if copy is None:
|
||||
raise RuntimeError("Nie mozna utworzyc kopii animacji dla keep_end_position.")
|
||||
controller = copy.get_editor_property("controller")
|
||||
if not controller.set_bone_track_keys(bone, positions, [pose.rotation for pose in poses],
|
||||
[pose.scale3d for pose in poses], should_transact=False):
|
||||
raise RuntimeError("Nie mozna przeniesc ruchu kosci glownej do Transform.")
|
||||
unreal.EditorAssetLibrary.save_loaded_asset(copy)
|
||||
return copy, poses, duration
|
||||
|
||||
|
||||
def displacement(poses, duration, elapsed, reverse=False):
|
||||
"""Interpolate horizontal root travel, accumulating complete playback loops."""
|
||||
elapsed = max(0.0, elapsed)
|
||||
loops = math.floor(elapsed / duration)
|
||||
time = elapsed - loops * duration
|
||||
if reverse:
|
||||
time = duration - time
|
||||
index = min(time / duration * (len(poses) - 1), len(poses) - 1)
|
||||
lower = int(index)
|
||||
upper = min(lower + 1, len(poses) - 1)
|
||||
alpha = index - lower
|
||||
a, b = poses[lower].translation, poses[upper].translation
|
||||
start, end = poses[0].translation, poses[-1].translation
|
||||
if reverse:
|
||||
start, end = end, start
|
||||
return unreal.Vector(a.x + (b.x - a.x) * alpha - start.x + loops * (end.x - start.x),
|
||||
a.y + (b.y - a.y) * alpha - start.y + loops * (end.y - start.y), 0)
|
||||
@@ -111,6 +111,8 @@ class Scene:
|
||||
By default all animation FBXs beside the model are available by filename:
|
||||
shot.animation(actor, "great_sword_walk"). Optional animations={...}
|
||||
selects specific files; animations={} keeps only embedded animations.
|
||||
Also writes NameAnimations with durations to ue_workshop.animations for
|
||||
editor completion, including custom models (name="Ninja" -> NinjaAnimations).
|
||||
"""
|
||||
from .skeletal import import_model
|
||||
if height is not None and (not isinstance(height, (int, float)) or
|
||||
|
||||
@@ -4,6 +4,16 @@ import math
|
||||
import unreal
|
||||
|
||||
from .paths import GENERATED, slug
|
||||
from .animation_clip import AnimationClip
|
||||
|
||||
|
||||
def _key_mode(interpolation):
|
||||
modes = {"linear": unreal.MovieSceneKeyInterpolation.LINEAR,
|
||||
"auto": unreal.MovieSceneKeyInterpolation.AUTO,
|
||||
"constant": unreal.MovieSceneKeyInterpolation.CONSTANT}
|
||||
if interpolation not in modes:
|
||||
raise ValueError("Interpolacja: linear, auto lub constant.")
|
||||
return modes[interpolation]
|
||||
|
||||
|
||||
class Sequence:
|
||||
@@ -28,7 +38,11 @@ class Sequence:
|
||||
self.asset.set_playback_end(frames)
|
||||
self._bindings = {}
|
||||
self._transforms = {}
|
||||
self._light_tracks = {}
|
||||
self._animations = {}
|
||||
self._root_motion = {}
|
||||
self._root_motion_copies = {}
|
||||
self._pose_holds = {}
|
||||
|
||||
def bind(self, actor):
|
||||
key = actor.get_path_name()
|
||||
@@ -66,19 +80,41 @@ class Sequence:
|
||||
weight.add_key(unreal.FrameNumber(frame), value,
|
||||
interpolation=unreal.MovieSceneKeyInterpolation.LINEAR)
|
||||
|
||||
def animation(self, actor, clip=None, start=0, end=None, speed=1.0):
|
||||
def animation(self, actor, clip: AnimationClip | str | unreal.AnimSequence | None = None,
|
||||
start=0, end=None, speed=1.0, keep_end_position=False, reverse=False,
|
||||
keep_end_pose=False):
|
||||
"""Play/loop an imported clip over [start, end) in sequence frames.
|
||||
|
||||
clip is an alias from scene.skeletal_model(animations=...), an AnimSequence,
|
||||
or None for the only embedded animation. Transform keys still move the parent.
|
||||
Pass a FighterAnimations/CreatureAnimations member, a filename key, an
|
||||
AnimSequence, or None for the only available animation. With an enum and
|
||||
no end, play once using its stored duration, sequence FPS and speed.
|
||||
Strings/AnimSequence/None keep looping to the sequence end if end is omitted.
|
||||
An explicit end sets the section range and can repeat the clip.
|
||||
Overlapping clips automatically crossfade over their entire shared range.
|
||||
Add clips in timeline order; at most two clips can overlap at a time.
|
||||
keep_end_position transfers horizontal root travel into actor Transform
|
||||
keys, keeping the final position for subsequent clips. Defaults to False.
|
||||
reverse=True plays the clip backwards, including transferred root travel.
|
||||
keep_end_pose=True retains the final pose with a frozen section after
|
||||
playback and Sequencer Keep State. A later clip ends this pose hold.
|
||||
"""
|
||||
if type(start) is not int:
|
||||
raise ValueError("start musi byc numerem klatki (liczba calkowita).")
|
||||
if isinstance(clip, AnimationClip):
|
||||
if end is None:
|
||||
end = start + clip.frames(self.fps, speed)
|
||||
clip = clip.key
|
||||
end = self.frames if end is None else end
|
||||
if type(start) is not int or type(end) is not int or not 0 <= start < end <= self.frames:
|
||||
raise ValueError(f"Zakres animacji: 0 <= start < end <= {self.frames}.")
|
||||
if not isinstance(speed, (int, float)) or not math.isfinite(speed) or speed <= 0:
|
||||
raise ValueError("Predkosc animacji musi byc dodatnia.")
|
||||
if type(keep_end_position) is not bool:
|
||||
raise ValueError("keep_end_position musi byc True lub False.")
|
||||
if type(reverse) is not bool:
|
||||
raise ValueError("reverse musi byc True lub False.")
|
||||
if type(keep_end_pose) is not bool:
|
||||
raise ValueError("keep_end_pose musi byc True lub False.")
|
||||
entry = self.scene._skeletal_models.get(actor.get_path_name())
|
||||
if entry is None:
|
||||
raise ValueError("Animacja wymaga aktora utworzonego przez scene.skeletal_model().")
|
||||
@@ -109,29 +145,97 @@ class Sequence:
|
||||
previous = overlaps[0]
|
||||
blend_frames = previous[1] - start
|
||||
track = sections[0][2] if sections else self.bind(child).add_track(unreal.MovieSceneSkeletalAnimationTrack)
|
||||
hold = self._pose_holds.pop(key, None)
|
||||
if hold is not None:
|
||||
hold_start, hold_section = hold
|
||||
if start <= hold_start:
|
||||
track.remove_section(hold_section)
|
||||
else:
|
||||
hold_section.set_range(hold_start, start)
|
||||
if keep_end_position:
|
||||
from .root_motion import prepare
|
||||
source_key = clip.get_path_name()
|
||||
if source_key not in self._root_motion_copies:
|
||||
self._root_motion_copies[source_key] = prepare(
|
||||
clip, child, self.scene.name + "/" + self.asset.get_name())
|
||||
clip, poses, duration = self._root_motion_copies[source_key]
|
||||
section = track.add_section()
|
||||
section.set_range(start, end)
|
||||
params = section.get_editor_property("params")
|
||||
params.set_editor_property("animation", clip)
|
||||
params.set_editor_property("reverse", reverse)
|
||||
rate = unreal.MovieSceneTimeWarpVariant()
|
||||
rate.set_fixed_play_rate(float(speed))
|
||||
params.set_editor_property("play_rate", rate)
|
||||
params.set_editor_property("force_custom_mode", True)
|
||||
section.set_editor_property("params", params)
|
||||
# UE may rescale the range when play_rate changes. Restore the requested
|
||||
# display-frame bounds after applying parameters (including speed).
|
||||
section.set_range(start, end)
|
||||
if keep_end_pose:
|
||||
section.set_completion_mode(unreal.MovieSceneCompletionMode.KEEP_STATE)
|
||||
self._animation_blend(section, start, end, blend_frames, 0)
|
||||
if previous:
|
||||
self._animation_blend(previous[3], previous[0], previous[1], previous[4], blend_frames)
|
||||
sections.append((start, end, track, section, blend_frames))
|
||||
if keep_end_position:
|
||||
self._keep_end_position(actor, child, start, end, speed, poses, duration, reverse)
|
||||
if keep_end_pose and end < self.frames:
|
||||
length = clip.get_play_length()
|
||||
final_time = min((end - start) / self.fps * speed, length)
|
||||
if reverse:
|
||||
final_time = length - final_time
|
||||
self._pose_holds[key] = (end, self._hold_pose(track, clip, end, final_time))
|
||||
return section
|
||||
|
||||
def _hold_pose(self, track, clip, start, time):
|
||||
section = track.add_section()
|
||||
params = section.get_editor_property("params")
|
||||
params.set_editor_property("animation", clip)
|
||||
rate = unreal.MovieSceneTimeWarpVariant()
|
||||
rate.set_fixed_play_rate(0.0)
|
||||
params.set_editor_property("play_rate", rate)
|
||||
ticks = self.asset.get_tick_resolution()
|
||||
tick_rate = ticks.numerator / ticks.denominator
|
||||
# Stay just inside the asset end to avoid modulo wrapping to frame zero.
|
||||
time = max(0.0, min(time, clip.get_play_length() - 1 / tick_rate))
|
||||
params.set_editor_property("first_loop_start_frame_offset", unreal.FrameNumber(round(time * tick_rate)))
|
||||
params.set_editor_property("force_custom_mode", True)
|
||||
section.set_editor_property("params", params)
|
||||
section.set_range(start, self.frames)
|
||||
section.set_completion_mode(unreal.MovieSceneCompletionMode.KEEP_STATE)
|
||||
self._animation_blend(section, start, self.frames, 0, 0)
|
||||
return section
|
||||
|
||||
def _keep_end_position(self, actor, child, start, end, speed, poses, duration, reverse=False):
|
||||
from .root_motion import displacement
|
||||
key = actor.get_path_name()
|
||||
if key not in self._root_motion:
|
||||
self._root_motion[key] = {
|
||||
"origin": actor.get_actor_location(),
|
||||
"mesh_transform": child.get_actor_transform(),
|
||||
"clips": [],
|
||||
}
|
||||
motion = self._root_motion[key]
|
||||
motion["clips"].append((start, end, speed, poses, duration, reverse))
|
||||
mesh = motion["mesh_transform"]
|
||||
zero = mesh.transform_location(unreal.Vector(0, 0, 0))
|
||||
# These are ordinary Transform keys. The final key holds the position
|
||||
# after playback; subsequent animation calls do not reset it.
|
||||
first = min(item[0] for item in motion["clips"])
|
||||
last = min(self.frames - 1, max(item[1] for item in motion["clips"]))
|
||||
for frame in range(first, last + 1):
|
||||
total = unreal.Vector(0, 0, 0)
|
||||
for clip_start, clip_end, clip_speed, clip_poses, clip_duration, clip_reverse in motion["clips"]:
|
||||
elapsed = min(max(frame - clip_start, 0), clip_end - clip_start) / self.fps * clip_speed
|
||||
total += displacement(clip_poses, clip_duration, elapsed, reverse=clip_reverse)
|
||||
world_delta = mesh.transform_location(total) - zero
|
||||
self.transform_key(actor, frame, location=(motion["origin"] + world_delta).to_tuple())
|
||||
|
||||
def transform_key(self, actor, frame, location=None, rotation=None, scale=None, interpolation="linear"):
|
||||
if not isinstance(frame, int) or not 0 <= frame < self.frames:
|
||||
raise ValueError(f"Klatka musi nalezec do 0..{self.frames - 1}.")
|
||||
modes = {"linear": unreal.MovieSceneKeyInterpolation.LINEAR,
|
||||
"auto": unreal.MovieSceneKeyInterpolation.AUTO,
|
||||
"constant": unreal.MovieSceneKeyInterpolation.CONSTANT}
|
||||
if interpolation not in modes:
|
||||
raise ValueError("Interpolacja: linear, auto lub constant.")
|
||||
mode = _key_mode(interpolation)
|
||||
key = actor.get_path_name()
|
||||
if key not in self._transforms:
|
||||
track = self.bind(actor).add_track(unreal.MovieScene3DTransformTrack)
|
||||
@@ -151,7 +255,88 @@ class Sequence:
|
||||
if len(values) != 3:
|
||||
raise ValueError("Transformacja wymaga trzech wartosci.")
|
||||
for channel, value in zip(channels[offset:offset + 3], values):
|
||||
channel.add_key(unreal.FrameNumber(frame), float(value), interpolation=modes[interpolation])
|
||||
channel.add_key(unreal.FrameNumber(frame), float(value), interpolation=mode)
|
||||
|
||||
def light_key(self, actor, frame, color=None, intensity=None, interpolation="linear"):
|
||||
"""Key a light's color (linear RGB 0-1) and/or intensity at a sequence frame."""
|
||||
if not isinstance(frame, int) or not 0 <= frame < self.frames:
|
||||
raise ValueError(f"Klatka musi nalezec do 0..{self.frames - 1}.")
|
||||
mode = _key_mode(interpolation)
|
||||
if color is not None and len(color) != 3:
|
||||
raise ValueError("Kolor wymaga trzech wartosci.")
|
||||
light = actor.get_component_by_class(unreal.LightComponent)
|
||||
if light is None:
|
||||
raise ValueError("light_key wymaga aktora swiatla, np. z lighting.spot().")
|
||||
if color is not None:
|
||||
channels = self._light_channels(light, unreal.MovieSceneColorTrack, "LightColor")
|
||||
for channel, value in zip(channels, color):
|
||||
channel.add_key(unreal.FrameNumber(frame), float(value), interpolation=mode)
|
||||
if intensity is not None:
|
||||
channels = self._light_channels(light, unreal.MovieSceneFloatTrack, "Intensity")
|
||||
channels[0].add_key(unreal.FrameNumber(frame), float(intensity), interpolation=mode)
|
||||
|
||||
def _light_channels(self, light, track_class, name):
|
||||
key = (light.get_path_name(), name)
|
||||
if key not in self._light_tracks:
|
||||
track = self.bind(light).add_track(track_class)
|
||||
track.set_property_name_and_path(name, name)
|
||||
section = track.add_section()
|
||||
section.set_range(0, self.frames)
|
||||
channels = section.get_all_channels()
|
||||
if name == "LightColor":
|
||||
channels[3].set_default(1.0) # Alpha is never keyed.
|
||||
self._light_tracks[key] = channels
|
||||
return self._light_tracks[key]
|
||||
|
||||
def position(self, actor, frame: int) -> tuple[float, float, float]:
|
||||
"""Actor Transform position at a sequence frame, including keep_end_position.
|
||||
|
||||
Evaluates Sequencer curves without moving the playhead. Does not include
|
||||
motion of bones inside an animation that was not transferred to Transform.
|
||||
"""
|
||||
if type(frame) is not int or not 0 <= frame < self.frames:
|
||||
raise ValueError(f"Klatka musi nalezec do 0..{self.frames - 1}.")
|
||||
channels = self._transforms.get(actor.get_path_name())
|
||||
if channels is None:
|
||||
return actor.get_actor_location().to_tuple()
|
||||
interval = self.asset.make_range(frame, 1)
|
||||
rate = unreal.FrameRate(self.fps, 1)
|
||||
values = [channel.evaluate_keys(interval, rate) for channel in channels[:3]]
|
||||
if any(not axis for axis in values):
|
||||
raise RuntimeError("Nie mozna odczytac pozycji aktora z kanalow Transform.")
|
||||
return tuple(float(axis[0]) for axis in values)
|
||||
|
||||
def move(self, actor, start: int, end: int, offset: tuple[float, float, float],
|
||||
interpolation="auto") -> tuple[float, float, float]:
|
||||
"""Move by offset (world cm) from the actor's position at start.
|
||||
|
||||
Replaces position keys in the range and shifts later position keys by
|
||||
the resulting change, preserving later motion. Call after animation().
|
||||
Returns the target position. Rotation/scale keys are kept.
|
||||
"""
|
||||
if (type(start) is not int or type(end) is not int or
|
||||
not 0 <= start < end < self.frames):
|
||||
raise ValueError(f"Ruch wymaga 0 <= start < end < {self.frames}.")
|
||||
if interpolation not in {"linear", "auto", "constant"}:
|
||||
raise ValueError("Interpolacja: linear, auto lub constant.")
|
||||
if len(offset) != 3 or any(not math.isfinite(value) for value in offset):
|
||||
raise ValueError("offset wymaga trzech skonczonych wartosci w centymetrach.")
|
||||
origin = self.position(actor, start)
|
||||
target = tuple(value + delta for value, delta in zip(origin, offset))
|
||||
channels = self._transforms.get(actor.get_path_name())
|
||||
if channels is not None:
|
||||
previous_end = self.position(actor, end)
|
||||
for axis, channel in enumerate(channels[:3]):
|
||||
correction = target[axis] - previous_end[axis]
|
||||
for key in list(channel.get_keys()):
|
||||
time = key.get_time().frame_number.value
|
||||
if start <= time <= end:
|
||||
channel.remove_key(key)
|
||||
elif time > end:
|
||||
key.set_value(key.get_value() + correction)
|
||||
self.transform_key(actor, start, location=origin, interpolation=interpolation)
|
||||
self.transform_key(actor, end, location=target, interpolation=interpolation)
|
||||
return target
|
||||
|
||||
def save(self, open_editor=True):
|
||||
self.scene.save()
|
||||
|
||||
@@ -6,6 +6,7 @@ import unreal
|
||||
|
||||
from .paths import GENERATED, PROJECT, slug
|
||||
from .characters import _clips
|
||||
from .animation_catalog import update_catalog
|
||||
|
||||
|
||||
@dataclass
|
||||
@@ -111,7 +112,8 @@ def import_model(filename, name="Character", animations=None, collection="Charac
|
||||
"""
|
||||
source = Path(filename).expanduser()
|
||||
source = (source if source.is_absolute() else PROJECT / source).resolve()
|
||||
if animations is None:
|
||||
discover_all = animations is None
|
||||
if discover_all:
|
||||
animations = _clips(source)
|
||||
name = slug(name)
|
||||
destination = f"{GENERATED}/Skeletal/{name}"
|
||||
@@ -131,4 +133,6 @@ def import_model(filename, name="Character", animations=None, collection="Charac
|
||||
for alias, filename in (animations or {}).items():
|
||||
clips[alias] = import_animation(filename, skeleton, name=slug(alias),
|
||||
destination=destination + "/Animations", reimport=reimport)
|
||||
update_catalog(name, {key: clip.get_play_length() for key, clip in clips.items()},
|
||||
replace=discover_all)
|
||||
return SkeletalImport(meshes[0], clips)
|
||||
Reference in new issue
Block a user