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Run inside Unreal Engine while the target level is open. The script reads
BP_CameraTrajectory, creates CineCamera_Moving, adds all managed static cameras
to a sequence, and writes camera metadata under Rendered/Videos.
The post-processing tools intentionally never choose validation views and never
overwrite transforms_train.json, transforms_val.json, or transforms_test.json.
This script is the single authority for those split files.
"""
from __future__ import annotations
import argparse
import hashlib
import json
import math
from pathlib import Path
import random
import re
import sys
import numpy as np
import unreal
CONFIG_ACTOR_LABEL = "BP_CameraTrajectory"
MOVING_CAMERA_LABEL = "CineCamera_Moving"
STATIC_CAMERA_PATTERN = re.compile(r"^CineCamera_\d+$")
FPS_60_PHENOMENA = {
"FixedPlanarRedirect",
"FixedArrayRedirect",
"FixedConcaveRedirect",
"FixedConvexRedirect",
"DynMirrorRedirect",
"LaserBlock",
}
def parse_args() -> argparse.Namespace:
parser = argparse.ArgumentParser(description="Generate a PhysInOne camera sequence.")
parser.add_argument("--focal", type=float, default=18.0, help="Focal length in mm.")
parser.add_argument("--aperture", type=float, default=10.0)
parser.add_argument("--radius", type=float, default=100.0, help="Base radius in cm.")
parser.add_argument("--latitude-range", type=float, default=60.0)
parser.add_argument(
"--path-type",
choices=("random", "arc", "sine", "loop"),
default="random",
help="Moving-camera path family.",
)
parser.add_argument(
"--seed",
type=int,
default=None,
help="Optional trajectory seed. The level name provides a stable seed by default.",
)
parser.add_argument(
"--output-root",
default=None,
help="Metadata root. Default: <project>/Rendered/Videos.",
)
return parser.parse_known_args()[0]
def stable_seed(text: str) -> int:
return int.from_bytes(hashlib.sha256(text.encode("utf-8")).digest()[:8], "big")
def current_level_parts() -> tuple[str, str, str, str]:
world = unreal.EditorLevelLibrary.get_editor_world()
object_path = world.get_path_name().replace("\\", "/")
match = re.fullmatch(
r"/Game/PhysInOne/Scenes/(Train|Val|Test)/"
r"(SinglePhysics|DoublePhysics|TriplePhysics)/([^./]+)(?:\.([^./]+))?",
object_path,
)
if not match:
raise ValueError(
"The open level must use /Game/PhysInOne/Scenes/<Split>/<Physics>/<Scene>."
)
split, physics, scene, object_name = match.groups()
if object_name is not None and object_name != scene:
raise ValueError(f"Level package and object names do not match: {object_path}")
return split, physics, scene, object_path
def infer_fps(scene_name: str) -> int:
prefix = scene_name.split("__", 1)[0]
return 60 if any(name in prefix for name in FPS_60_PHENOMENA) else 30
def find_config_actor():
for actor in unreal.EditorLevelLibrary.get_all_level_actors():
if actor.get_actor_label() == CONFIG_ACTOR_LABEL:
return actor
return None
def validate_config(config_actor) -> None:
scale = config_actor.get_actor_scale3d()
rotation = config_actor.get_actor_rotation()
tolerance = 1e-4
if max(abs(rotation.roll), abs(rotation.pitch), abs(rotation.yaw)) > tolerance:
raise ValueError("BP_CameraTrajectory rotation must be zero.")
if max(abs(scale.x - scale.y), abs(scale.x - scale.z)) > tolerance:
raise ValueError("BP_CameraTrajectory XYZ scale must be uniform.")
if min(scale.x, scale.y, scale.z) <= 0:
raise ValueError("BP_CameraTrajectory scale must be positive.")
duration = float(config_actor.get_editor_property("Time"))
if duration <= 0:
raise ValueError("BP_CameraTrajectory.Time must be positive.")
def choose_hemisphere(config_actor, rng: random.Random) -> bool | None:
if bool(config_actor.get_editor_property("RandomHemisphere")):
return rng.choice([True, False])
return bool(config_actor.get_editor_property("UpperHemisphere"))
def generate_path(
frame_count: int,
longitude_range: float,
latitude_range: float,
clockwise: bool,
upper_hemisphere: bool | None,
path_type: str,
rng: random.Random,
) -> tuple[list[float], list[float], list[float], str]:
if frame_count < 2:
raise ValueError("The sequence must contain at least two frames.")
selected_type = rng.choice(["arc", "sine", "loop"]) if path_type == "random" else path_type
direction = 1.0 if clockwise else -1.0
start_longitude = rng.uniform(0.0, 360.0)
if upper_hemisphere is True:
low_latitude, high_latitude = 0.0, latitude_range
elif upper_hemisphere is False:
low_latitude, high_latitude = -latitude_range, 0.0
else:
low_latitude, high_latitude = -latitude_range, latitude_range
start_latitude = rng.uniform(low_latitude, high_latitude)
end_latitude = rng.uniform(low_latitude, high_latitude)
longitudes: list[float] = []
latitudes: list[float] = []
radius_factors: list[float] = []
for index in range(frame_count):
t = index / (frame_count - 1)
if selected_type == "arc":
smooth_t = t * t * (3.0 - 2.0 * t)
longitude = start_longitude + direction * longitude_range * smooth_t
latitude = (1.0 - smooth_t) * start_latitude + smooth_t * end_latitude
radius_factor = 1.0
elif selected_type == "sine":
longitude = start_longitude + direction * longitude_range * t
latitude = start_latitude + (end_latitude - start_latitude) * math.sin(math.pi * t)
radius_factor = 1.0 - 0.3 * abs(math.sin(2.0 * math.pi * t))
else:
loop_radius = min(40.0, max(10.0, longitude_range / 4.0))
phase = 2.0 * math.pi * t * direction
center_latitude = (low_latitude + high_latitude) / 2.0
longitude = start_longitude + loop_radius * math.cos(phase)
latitude = center_latitude + min(loop_radius, latitude_range / 2.0) * math.sin(phase)
radius_factor = 1.0
longitudes.append(longitude % 360.0)
latitudes.append(max(-90.0, min(90.0, latitude)))
radius_factors.append(radius_factor)
return longitudes, latitudes, radius_factors, selected_type
def spherical_position(radius, longitude, latitude, scale, center):
lon = math.radians(longitude)
lat = math.radians(latitude)
return unreal.Vector(
center.x + radius * math.cos(lat) * math.cos(lon) * scale.x,
center.y + radius * math.cos(lat) * math.sin(lon) * scale.y,
center.z + radius * math.sin(lat) * scale.z,
)
def look_at(camera_position, target_position):
direction = unreal.MathLibrary.normal(target_position - camera_position)
rotation = unreal.MathLibrary.make_rot_from_x(direction)
rotation.roll = 0.0
return rotation
def configure_camera(camera_actor, focal: float, aperture: float) -> None:
component = camera_actor.get_cine_camera_component()
component.set_editor_property("current_focal_length", focal)
component.set_editor_property("current_aperture", aperture)
filmback = component.get_editor_property("filmback")
filmback.sensor_width = 23.76
filmback.sensor_height = 23.76
component.set_editor_property("filmback", filmback)
focus = component.get_editor_property("focus_settings")
focus.focus_method = unreal.CameraFocusMethod.MANUAL
focus.manual_focus_distance = 10000.0
component.set_editor_property("focus_settings", focus)
def replace_sequence_asset(sequence_object_path: str):
package_path, object_name = sequence_object_path.rsplit("/", 1)
sequence_name = object_name.split(".", 1)[0]
full_object_path = f"{package_path}/{sequence_name}.{sequence_name}"
registry = unreal.AssetRegistryHelpers.get_asset_registry()
asset_data = registry.get_asset_by_object_path(full_object_path)
if asset_data.is_valid():
try:
unreal.LevelSequenceEditorBlueprintLibrary.close_level_sequence()
except Exception:
pass
unreal.SystemLibrary.collect_garbage()
if not unreal.EditorAssetLibrary.delete_asset(full_object_path):
raise RuntimeError(f"Could not replace existing sequence: {full_object_path}")
if not unreal.EditorAssetLibrary.does_directory_exist(package_path):
unreal.EditorAssetLibrary.make_directory(package_path)
sequence = unreal.AssetToolsHelpers.get_asset_tools().create_asset(
sequence_name,
package_path,
unreal.LevelSequence,
unreal.LevelSequenceFactoryNew(),
)
if sequence is None:
raise RuntimeError(f"Could not create sequence: {full_object_path}")
return sequence
def remove_moving_camera() -> None:
for actor in unreal.EditorLevelLibrary.get_all_level_actors():
if (
isinstance(actor, unreal.CineCameraActor)
and actor.get_actor_label() == MOVING_CAMERA_LABEL
):
unreal.EditorLevelLibrary.destroy_actor(actor)
def add_component_tracks(sequence, actor_binding, camera_actor) -> None:
component_binding = sequence.add_possessable(camera_actor.get_cine_camera_component())
component_binding.set_parent(actor_binding)
component_binding.set_display_name("CameraComponent")
for display_name, property_path in (
("Current Focal Length", "CurrentFocalLength"),
("Current Aperture", "CurrentAperture"),
("Manual Focus Distance", "FocusSettings.ManualFocusDistance"),
):
track = component_binding.add_track(unreal.MovieSceneFloatTrack)
track.set_property_name_and_path(display_name, property_path)
section = track.add_section()
section.set_start_frame_bounded(0)
section.set_end_frame_bounded(0)
def add_moving_camera(sequence, positions, rotations, focal, aperture, frame_count):
camera = unreal.EditorLevelLibrary.spawn_actor_from_class(
unreal.CineCameraActor, positions[0], rotations[0]
)
camera.set_actor_label(MOVING_CAMERA_LABEL)
configure_camera(camera, focal, aperture)
binding = sequence.add_possessable(camera)
binding.set_display_name(MOVING_CAMERA_LABEL)
track = binding.add_track(unreal.MovieScene3DTransformTrack)
section = track.add_section()
section.set_range(0, frame_count)
channels = section.get_all_channels()
for index, (position, rotation) in enumerate(zip(positions, rotations)):
frame = unreal.FrameNumber(index)
for channel, value in zip(
channels[:6],
(position.x, position.y, position.z, rotation.roll, rotation.pitch, rotation.yaw),
):
channel.add_key(frame, value)
add_component_tracks(sequence, binding, camera)
return binding
def add_static_camera(sequence, camera, frame_count):
parent = camera.get_attach_parent_actor()
location = camera.get_actor_location()
rotation = camera.get_actor_rotation()
scale = camera.get_actor_scale3d()
if parent:
camera.detach_from_actor(
location_rule=unreal.DetachmentRule.KEEP_WORLD,
rotation_rule=unreal.DetachmentRule.KEEP_WORLD,
scale_rule=unreal.DetachmentRule.KEEP_WORLD,
)
binding = sequence.add_possessable(camera)
binding.set_display_name(camera.get_actor_label())
track = binding.add_track(unreal.MovieScene3DTransformTrack)
section = track.add_section()
section.set_range(0, frame_count)
channels = section.get_all_channels()
frame = unreal.FrameNumber(0)
for channel, value in zip(
channels[:9],
(
location.x,
location.y,
location.z,
rotation.roll,
rotation.pitch,
rotation.yaw,
scale.x,
scale.y,
scale.z,
),
):
channel.add_key(frame, value)
add_component_tracks(sequence, binding, camera)
def rotation_matrix(roll: float, pitch: float, yaw: float) -> np.ndarray:
roll, pitch, yaw = map(math.radians, (roll, pitch, yaw))
rx = np.array(
[[1, 0, 0], [0, math.cos(roll), math.sin(roll)], [0, -math.sin(roll), math.cos(roll)]]
)
ry = np.array(
[[math.cos(pitch), 0, -math.sin(pitch)], [0, 1, 0], [math.sin(pitch), 0, math.cos(pitch)]]
)
rz = np.array(
[[math.cos(yaw), -math.sin(yaw), 0], [math.sin(yaw), math.cos(yaw), 0], [0, 0, 1]]
)
return rz @ ry @ rx
def camera_json(camera_name, positions, rotations, frame_count, fov, fps, convention):
frames = []
for index in range(frame_count):
position_m = np.asarray(positions[index], dtype=float).reshape(3, 1) / 100.0
ue_rotation = rotation_matrix(*rotations[index])
if convention == "ue":
matrix = np.vstack((np.hstack((ue_rotation, position_m)), [0, 0, 0, 1]))
else:
world_conversion = np.diag([1, -1, 1])
camera_conversion = np.array([[0, 0, -1], [1, 0, 0], [0, 1, 0]])
matrix = np.eye(4)
matrix[:3, :3] = world_conversion @ ue_rotation @ camera_conversion
matrix[:3, 3] = (world_conversion @ position_m).ravel()
frames.append(
{
"frame": index,
"transform_matrix": matrix.tolist(),
"file_path": f"{camera_name}/rgb/{index:04d}",
"time": index / (frame_count - 1) if frame_count > 1 else 0.0,
"time_abs": index / float(fps),
}
)
return {
"camera_angle_x": fov,
"img_h": 1120,
"img_w": 1120,
"total_frames": frame_count,
"fps": fps,
"frames": frames,
}
def write_json(path: Path, data) -> None:
path.parent.mkdir(parents=True, exist_ok=True)
with path.open("w", encoding="utf-8") as handle:
json.dump(data, handle, indent=2)
def clean_camera_metadata(output_dir: Path) -> None:
output_dir.mkdir(parents=True, exist_ok=True)
names = {
"camera_ue_data.json",
"static_camera_list.txt",
"transforms_train.json",
"transforms_val.json",
"transforms_test.json",
}
for path in output_dir.iterdir():
if path.is_file() and (
path.name in names
or path.name.startswith("ue_CineCamera_")
or path.name.startswith("blender_CineCamera_")
):
path.unlink()
def choose_validation_cameras(static_cameras, center, seed: int) -> set[str]:
if len(static_cameras) < 2:
return {camera.get_actor_label() for camera in static_cameras}
by_name = {camera.get_actor_label(): camera for camera in static_cameras}
names = sorted(by_name)
first = random.Random(seed).choice(names)
first_location = by_name[first].get_actor_location() - center
first_yaw = math.degrees(math.atan2(first_location.y, first_location.x)) % 360.0
def diagonal_error(name: str) -> float:
location = by_name[name].get_actor_location() - center
yaw = math.degrees(math.atan2(location.y, location.x)) % 360.0
difference = abs(yaw - first_yaw)
difference = min(difference, 360.0 - difference)
return abs(180.0 - difference)
second = min((name for name in names if name != first), key=lambda name: (diagonal_error(name), name))
return {first, second}
def combine_split(camera_documents, selected_names, first_half: bool):
chosen = [camera_documents[name] for name in sorted(selected_names)]
result = {"camera_angle_x": None, "img_h": None, "img_w": None, "frames": []}
for document in chosen:
if result["camera_angle_x"] is None:
for key in ("camera_angle_x", "img_h", "img_w"):
result[key] = document.get(key)
for frame in document.get("frames", []):
include = frame.get("time", 0.0) <= 0.5 if first_half else frame.get("time", 0.0) > 0.5
if include:
result["frames"].append(frame)
return result
def generate(args: argparse.Namespace) -> Path:
split, physics, scene_name, level_path = current_level_parts()
fps = infer_fps(scene_name)
config_actor = find_config_actor()
if config_actor is None:
raise RuntimeError(f"Actor {CONFIG_ACTOR_LABEL!r} was not found in the current level.")
validate_config(config_actor)
duration = float(config_actor.get_editor_property("Time"))
frame_count = int(round(duration * fps))
if frame_count < 2:
raise ValueError("Time multiplied by FPS must produce at least two frames.")
seed = args.seed if args.seed is not None else stable_seed(level_path)
rng = random.Random(seed)
clockwise = (
rng.choice([True, False])
if bool(config_actor.get_editor_property("RandomSampleDirection"))
else bool(config_actor.get_editor_property("SampleClockwise"))
)
longitude_range = float(config_actor.get_editor_property("LongtitudeRange"))
hemisphere = choose_hemisphere(config_actor, rng)
longitudes, latitudes, radius_factors, path_type = generate_path(
frame_count,
longitude_range,
args.latitude_range,
clockwise,
hemisphere,
args.path_type,
rng,
)
config_actor.set_editor_property("LongitudeAngles", longitudes)
config_actor.set_editor_property("LatitudeAngles", latitudes)
center = config_actor.get_actor_location()
scale = config_actor.get_actor_scale3d()
positions = [
spherical_position(args.radius * factor, longitude, latitude, scale, center)
for longitude, latitude, factor in zip(longitudes, latitudes, radius_factors)
]
rotations = [look_at(position, center) for position in positions]
sequence_name = f"{scene_name}_trajectory"
sequence_object_path = (
f"/Game/PhysInOne/Trajectories/{split}/{physics}/{sequence_name}.{sequence_name}"
)
remove_moving_camera()
sequence = replace_sequence_asset(sequence_object_path)
frame_rate = unreal.FrameRate(fps, 1)
sequence.set_display_rate(frame_rate)
sequence.set_tick_resolution(frame_rate)
sequence.set_playback_start(0)
sequence.set_playback_end(frame_count)
moving_binding = add_moving_camera(
sequence, positions, rotations, args.focal, args.aperture, frame_count
)
static_cameras = sorted(
(
actor
for actor in unreal.EditorLevelLibrary.get_all_level_actors()
if isinstance(actor, unreal.CineCameraActor)
and STATIC_CAMERA_PATTERN.fullmatch(actor.get_actor_label())
),
key=lambda actor: int(actor.get_actor_label().rsplit("_", 1)[1]),
)
if not static_cameras:
raise RuntimeError("No managed static cameras were found. Run generate_static_cameras.py first.")
for camera in static_cameras:
add_static_camera(sequence, camera, frame_count)
cut_track = sequence.add_track(unreal.MovieSceneCameraCutTrack)
cut_section = cut_track.add_section()
cut_section.set_range(0, frame_count)
cut_section.set_camera_binding_id(sequence.get_binding_id(moving_binding))
if not unreal.EditorAssetLibrary.save_asset(sequence_object_path):
raise RuntimeError(f"Failed to save sequence: {sequence_object_path}")
output_root = (
Path(args.output_root)
if args.output_root
else Path(unreal.Paths.project_dir()) / "Rendered" / "Videos"
)
output_dir = output_root / split / physics / sequence_name
clean_camera_metadata(output_dir)
fov = 2.0 * math.atan(23.76 / (2.0 * args.focal))
ue_summary = {
"Scene_Location_Info": {
"center_location": {"x": center.x, "y": center.y, "z": center.z},
"scale": scale.x,
}
}
camera_documents = {}
moving_positions = [(value.x, value.y, value.z) for value in positions]
moving_rotations = [(value.roll, value.pitch, value.yaw) for value in rotations]
for convention in ("ue", "blender"):
document = camera_json(
MOVING_CAMERA_LABEL,
moving_positions,
moving_rotations,
frame_count,
fov,
fps,
convention,
)
write_json(output_dir / f"{convention}_{MOVING_CAMERA_LABEL}.json", document)
ue_summary[MOVING_CAMERA_LABEL] = {
"type": "moving",
"total_frames": frame_count,
"frames": [
{
"frame": index,
"location": {"x": position.x, "y": position.y, "z": position.z},
"rotation": {"roll": rotation.roll, "pitch": rotation.pitch, "yaw": rotation.yaw},
}
for index, (position, rotation) in enumerate(zip(positions, rotations))
],
}
for camera in static_cameras:
name = camera.get_actor_label()
location = camera.get_actor_location()
rotation = camera.get_actor_rotation()
static_positions = [(location.x, location.y, location.z)] * frame_count
static_rotations = [(rotation.roll, rotation.pitch, rotation.yaw)] * frame_count
for convention in ("ue", "blender"):
document = camera_json(
name,
static_positions,
static_rotations,
frame_count,
fov,
fps,
convention,
)
write_json(output_dir / f"{convention}_{name}.json", document)
if convention == "blender":
camera_documents[name] = document
ue_summary[name] = {
"type": "static",
"location": {"x": location.x, "y": location.y, "z": location.z},
"rotation": {"roll": rotation.roll, "pitch": rotation.pitch, "yaw": rotation.yaw},
}
write_json(output_dir / "camera_ue_data.json", ue_summary)
with (output_dir / "static_camera_list.txt").open("w", encoding="utf-8") as handle:
handle.write("\n".join(camera.get_actor_label() for camera in static_cameras) + "\n")
all_names = set(camera_documents)
val_names = choose_validation_cameras(static_cameras, center, seed)
train_names = all_names - val_names
write_json(output_dir / "transforms_train.json", combine_split(camera_documents, train_names, True))
write_json(output_dir / "transforms_val.json", combine_split(camera_documents, val_names, True))
write_json(output_dir / "transforms_test.json", combine_split(camera_documents, all_names, False))
unreal.log(
f"Generated {sequence_object_path}: {frame_count} frames at {fps} FPS, "
f"path={path_type}, seed={seed}, static_cameras={len(static_cameras)}."
)
unreal.log(f"Camera metadata: {output_dir}")
return output_dir
if __name__ == "__main__":
try:
generate(parse_args())
except Exception as exc:
unreal.log_error(f"Camera sequence generation failed: {exc}")
raise
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