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Vysyr committed 2026-09-05 14:09:27 +02:00
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commit e523a5e1fe
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@@ -2,8 +2,11 @@
Run this from Unreal's Output Log with::
exec(open(r".../Content/Python/generate_blueprint_turntable.py").read())
generate_turntables("/Game/Blueprints/BP_MyAsset")
py ".../Content/Python/generate_blueprint_turntable.py" /Game/Blueprints/BP_MyAsset
Append ``--render-now`` to start Movie Render Queue and
``--all-animations`` to render every AnimSequence using the Blueprint's
skeleton.
The script creates/saves a small presentation map, so the bindings in the
sequences and MRQ jobs are reproducible. Open any generated sequence in
@@ -19,6 +22,7 @@ DEFAULT_STAGE_MAP = "/Game/Maps/TurntableStage"
DEFAULT_RENDER_DIRECTORY = "{project_dir}/Saved/TurntableRenders"
FPS = 30
TURN_DURATION_SECONDS = 5.0
CAMERA_Z = 40.0
QUEUE_RENDER_IMMEDIATELY = False # True starts MRQ immediately after queueing.
RENDER_ALL_SKELETON_ANIMATIONS = False
@@ -48,7 +52,7 @@ def _create_or_open_stage(stage_map):
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")]
return [component for component in components if component.get_skeletal_mesh_asset()]
def _animations_set_on_blueprint(actor):
@@ -74,14 +78,15 @@ 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")
mesh = component.get_skeletal_mesh_asset()
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):
anim_sequence_class = unreal.TopLevelAssetPath("/Script/Engine", "AnimSequence")
for data in registry.get_assets_by_class(anim_sequence_class, True):
animation = data.get_asset()
if animation and animation.get_editor_property("skeleton").get_path_name() in skeletons:
animations.append(animation)
@@ -110,7 +115,8 @@ def _set_transform_keys(track, frames, start_location, start_rotation):
def _add_camera(sequence, camera, frames):
camera_binding = sequence.add_possessable(camera)
cut_track = sequence.add_master_track(unreal.MovieSceneCameraCutTrack)
# UE 5.8 creates master tracks through MovieSceneSequence.add_track.
cut_track = sequence.add_track(unreal.MovieSceneCameraCutTrack)
cut = cut_track.add_section()
cut.set_range(0, frames)
# Camera cuts require a MovieSceneObjectBindingID, not the binding proxy.
@@ -120,7 +126,7 @@ def _add_camera(sequence, camera, frames):
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")
mesh = component.get_skeletal_mesh_asset()
skeleton = mesh.get_editor_property("skeleton") if mesh else None
if skeleton != animation.get_editor_property("skeleton"):
continue
@@ -160,6 +166,10 @@ def _make_sequence(sequence_name, output_folder, actor, camera, animation=None):
def _queue_render(sequence, stage_map, directory):
# Use a concrete directory rather than an MRQ format token, so its location
# is deterministic both in the queue UI and during PIE execution.
if directory == DEFAULT_RENDER_DIRECTORY:
directory = unreal.Paths.project_saved_dir().rstrip("/\\") + "/TurntableRenders"
subsystem = unreal.get_editor_subsystem(unreal.MoviePipelineQueueSubsystem)
queue = subsystem.get_queue()
job = queue.allocate_new_job(unreal.MoviePipelineExecutorJob)
@@ -171,10 +181,24 @@ def _queue_render(sequence, stage_map, directory):
output.output_directory = unreal.DirectoryPath(directory)
output.file_name_format = "{job_name}/{frame_number}"
output.output_resolution = unreal.IntPoint(1920, 1080)
output.override_existing_output = True
# A queue constructed in Python has no implicit render pass. Without a
# Deferred Pass MRQ has no frames to submit or write.
config.find_or_add_setting_by_class(unreal.MoviePipelineDeferredPassBase)
config.find_or_add_setting_by_class(unreal.MoviePipelineImageSequenceOutput_PNG)
return subsystem
def _remove_previous_turntable_jobs(bp_name):
"""Replace prior generated jobs without touching the user's unrelated MRQ jobs."""
subsystem = unreal.get_editor_subsystem(unreal.MoviePipelineQueueSubsystem)
queue = subsystem.get_queue()
prefix = "LS_TT_" + bp_name
for job in queue.get_jobs():
if job.job_name.startswith(prefix):
queue.delete_job(job)
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,
@@ -208,12 +232,21 @@ def generate_turntables(blueprint_path, output_root=DEFAULT_OUTPUT_ROOT,
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_location = unreal.Vector(origin.x - distance, origin.y, CAMERA_Z)
camera_target = unreal.Vector(origin.x, origin.y, CAMERA_Z)
camera = unreal.EditorLevelLibrary.spawn_actor_from_class(
unreal.CineCameraActor, unreal.Vector(origin.x - distance, origin.y, origin.z), unreal.Rotator(0, 0, 0))
unreal.CineCameraActor, camera_location, unreal.Rotator(0, 0, 0))
camera.set_actor_label("TT_Camera_" + bp_name)
camera.set_actor_rotation(
unreal.MathLibrary.find_look_at_rotation(camera.get_actor_location(), origin), False)
camera.get_cine_camera_component().set_editor_property("current_focal_length", 50.0)
unreal.MathLibrary.find_look_at_rotation(camera.get_actor_location(), camera_target), False)
cine_camera = camera.get_cine_camera_component()
cine_camera.set_editor_property("current_focal_length", 50.0)
# A library turntable must stay sharp across the whole asset, not only on a
# small cinematic focal plane.
cine_camera.set_editor_property(
"focus_settings",
unreal.CameraFocusSettings(focus_method=unreal.CameraFocusMethod.DISABLE),
)
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)
@@ -222,6 +255,7 @@ def generate_turntables(blueprint_path, output_root=DEFAULT_OUTPUT_ROOT,
sequences.append(_make_sequence(name, folder, actor, camera, animation))
unreal.EditorLevelLibrary.save_current_level()
_remove_previous_turntable_jobs(bp_name)
subsystem = None
for sequence in sequences:
subsystem = _queue_render(sequence, stage_map, render_directory)
@@ -233,7 +267,9 @@ def generate_turntables(blueprint_path, output_root=DEFAULT_OUTPUT_ROOT,
def _run_from_console_arguments():
"""Support `py "script.py" /Game/Path/BP_Name` in the Unreal console."""
"""Support a concise `py "script.py" /Game/Path/BP_Name [flags]` command."""
render_now = "--render-now" in sys.argv
all_animations = "--all-animations" in sys.argv
for argument in sys.argv[1:]:
# Dragging an asset into the Output Log can produce
# /Script/Engine.Blueprint'/Game/Foo/BP_X.BP_X'; accept that form too.
@@ -241,7 +277,11 @@ def _run_from_console_arguments():
if game_index < 0:
continue
asset_path = argument[game_index:].split("'", 1)[0].split(".", 1)[0]
generate_turntables(asset_path)
generate_turntables(
asset_path,
render_immediately=render_now,
render_all_skeleton_animations=all_animations,
)
return