"""Uruchom plik w UE: File > Execute Python Script. Zmieniaj i uruchamiaj ponownie.""" import importlib import sys # Ponowny import bibliotek (ue cachuje zaimportowaną biblioteke i jeśli nie bedzie # jawnego reloadu/restartu edytora to będzie wykonywał stary kod) if "ue_workshop" in sys.modules: _render_module = sys.modules.get("ue_workshop.render") if _render_module is not None and _render_module.is_rendering(): raise RuntimeError("Poczekaj na zakonczenie renderu przed przeladowaniem biblioteki.") # Najpierw zaleznosci, potem moduly, ktore z nich korzystaja. for _name in ("paths", "progress", "video", "materials", "camera", "lighting", "assets", "_gltf", "blender", "characters", "skeletal", "scene", "sequence", "render"): _module = sys.modules.get("ue_workshop." + _name) if _module is not None: importlib.reload(_module) importlib.reload(sys.modules["ue_workshop"]) from ue_workshop import Scene, Sequence, Renderer, camera, lighting, materials from ue_workshop.paths import PROJECT from ue_workshop.characters import FIGHTER_MODEL, CREATURE_MODEL # POSTACIE # 1. MODEL I SCENA. Jednostki: centymetry. Os Z wskazuje gore. scene = Scene("MyShot") floor = materials.color("Floor", rgb=(0.07, 0.08, 0.11)) character_fighter = scene.skeletal_model(FIGHTER_MODEL, name="Fighter", height=200) #character_creature = scene.skeletal_model(CREATURE_MODEL, name="Creature", height=300) scene.primitive("Cube", name="Floor", location=(0, 0, -10), scale=(20, 20, 0.2), material=floor) lighting.studio(scene, key_color=(1.0, 0.75, 0.5), fill_color=(0.3, 0.6, 1.0)) cam = camera.create(scene, location=(450, -550, 300), fov=40) # 2. ANIMACJA. 120 klatek przy 24 FPS = 5 sekund. Ostatnia klatka ma numer 119. shot = Sequence(scene, fps=24, frames=120) shot.camera(cam) shot.animation(character_fighter, "draw_a_great_sword_1", start=0, end=60) # shot.animation(character_fighter, "great_sword_idle", start=0, end=60) # shot.animation(character_fighter, "great_sword_attack", start=48, end=120) # shot.transform_key(character_fighter, 70, location=(0, 0, 0), interpolation="auto") # shot.transform_key(character_fighter, 100, location=(0, 200, 0), interpolation="auto") shot.save() # 3. WYNIK. Najpierw obejrzyj animacje w Sequencerze, potem zmien RENDER na True. RENDER = False renderer = Renderer(width=1920, height=1080, samples=4, warmup=32, mp4=True) # Mozesz tez zaczac od presetu i nadpisac wybrane wartosci: # renderer = Renderer.from_preset("final", width=1920, height=1080) if RENDER: renderer.render(shot) # Szybki podglad zamiast filmu: renderer.render(shot, single_frame=24)