Ejemplo n.º 1
0
void fbxLoader2::readAnimationTakeData(FbxNode* node)
{
	FbxAnimStack* pAnimStack = FbxCast<FbxAnimStack>(scene->GetSrcObject(FBX_TYPE(FbxAnimStack)));
	FbxAnimLayer* pAnimLayer = pAnimStack->GetMember(FBX_TYPE(FbxAnimLayer));

	FbxAnimCurve* animCv = node->LclTranslation.GetCurve(pAnimLayer, FBXSDK_CURVENODE_COMPONENT_X);

	FbxTimeSpan length = FbxTimeSpan();

	int p = animCv->KeyGetCount();

	const char* nameAnim = animCv->GetName();
	const size_t len = strlen(nameAnim);
	char * new_name = new char[len + 1];
	strncpy(new_name, nameAnim, len);

	animCv->GetTimeInterval(length);

	FbxTime duration = length.GetDuration();
	FbxTime::EMode mode = duration.GetGlobalTimeMode();
	double frameRate = duration.GetFrameRate(mode);

	double startt = length.GetStart().GetMilliSeconds();
	double endt = length.GetStop().GetMilliSeconds();

	int frames = animCv->KeyGetCount();

	animationStructure = new AnimationData(new_name, startt, endt, (int)frameRate, frames);

	for (int i = 0; i< frames; i++)
	{
		SkeletalData *sk = new SkeletalData();
		for(int j = 0; j<skeleton->GetBonesCount(); j++)
		{
			BoneData *bonecopy = new BoneData();
			bonecopy->SetID(skeleton->GetBone(j)->GetID());
			bonecopy->SetName(skeleton->GetBone(j)->GetName());
			bonecopy->SetParent(skeleton->GetBone(j)->GetParent());
			sk->SetBones(bonecopy);
		}
		animationStructure->SetSkeleton(sk, i);
	}
}
Ejemplo n.º 2
0
bool UnFbx::FFbxImporter::ImportAnimation(USkeleton* Skeleton, UAnimSequence * DestSeq, const FString& FileName, TArray<FbxNode*>& SortedLinks, TArray<FbxNode*>& NodeArray, FbxAnimStack* CurAnimStack, const int32 ResampleRate, const FbxTimeSpan AnimTimeSpan)
{
	// @todo : the length might need to change w.r.t. sampling keys
	FbxTime SequenceLength = AnimTimeSpan.GetDuration();
	float PreviousSequenceLength = DestSeq->SequenceLength;

	// if you have one pose(thus 0.f duration), it still contains animation, so we'll need to consider that as MINIMUM_ANIMATION_LENGTH time length
	DestSeq->SequenceLength = FGenericPlatformMath::Max<float>(SequenceLength.GetSecondDouble(), MINIMUM_ANIMATION_LENGTH);

	if(PreviousSequenceLength > MINIMUM_ANIMATION_LENGTH && DestSeq->RawCurveData.FloatCurves.Num() > 0)
	{
		// The sequence already existed when we began the import. We need to scale the key times for all curves to match the new 
		// duration before importing over them. This is to catch any user-added curves
		float ScaleFactor = DestSeq->SequenceLength / PreviousSequenceLength;
		for(FFloatCurve& Curve : DestSeq->RawCurveData.FloatCurves)
		{
			Curve.FloatCurve.ScaleCurve(0.0f, ScaleFactor);
		}
	}

	if (ImportOptions->bDeleteExistingMorphTargetCurves)
	{
		for (int32 CurveIdx=0; CurveIdx<DestSeq->RawCurveData.FloatCurves.Num(); ++CurveIdx)
		{
			auto& Curve = DestSeq->RawCurveData.FloatCurves[CurveIdx];
			if (Curve.GetCurveTypeFlag(ACF_DrivesMorphTarget))
			{
				DestSeq->RawCurveData.FloatCurves.RemoveAt(CurveIdx, 1, false);
				--CurveIdx;
			}
		}

		DestSeq->RawCurveData.FloatCurves.Shrink();
	}

	//
	// import blend shape curves
	//
	{
		GWarn->BeginSlowTask( LOCTEXT("BeginImportMorphTargetCurves", "Importing Morph Target Curves"), true);
		for ( int32 NodeIndex = 0; NodeIndex < NodeArray.Num(); NodeIndex++ )
		{
			// consider blendshape animation curve
			FbxGeometry* Geometry = (FbxGeometry*)NodeArray[NodeIndex]->GetNodeAttribute();
			if (Geometry)
			{
				int32 BlendShapeDeformerCount = Geometry->GetDeformerCount(FbxDeformer::eBlendShape);
				for(int32 BlendShapeIndex = 0; BlendShapeIndex<BlendShapeDeformerCount; ++BlendShapeIndex)
				{
					FbxBlendShape* BlendShape = (FbxBlendShape*)Geometry->GetDeformer(BlendShapeIndex, FbxDeformer::eBlendShape);

					const int32 BlendShapeChannelCount = BlendShape->GetBlendShapeChannelCount();

					FString BlendShapeName = UTF8_TO_TCHAR(MakeName(BlendShape->GetName()));

					for(int32 ChannelIndex = 0; ChannelIndex<BlendShapeChannelCount; ++ChannelIndex)
					{
						FbxBlendShapeChannel* Channel = BlendShape->GetBlendShapeChannel(ChannelIndex);

						if(Channel)
						{
							FString ChannelName = UTF8_TO_TCHAR(MakeName(Channel->GetName()));

							// Maya adds the name of the blendshape and an underscore to the front of the channel name, so remove it
							if(ChannelName.StartsWith(BlendShapeName))
							{
								ChannelName = ChannelName.Right(ChannelName.Len() - (BlendShapeName.Len()+1));
							}

							FbxAnimCurve* Curve = Geometry->GetShapeChannel(BlendShapeIndex, ChannelIndex, (FbxAnimLayer*)CurAnimStack->GetMember(0));
							if (Curve && Curve->KeyGetCount() > 0)
							{
								FFormatNamedArguments Args;
								Args.Add(TEXT("BlendShape"), FText::FromString(ChannelName));
								const FText StatusUpate = FText::Format(LOCTEXT("ImportingMorphTargetCurvesDetail", "Importing Morph Target Curves [{BlendShape}]"), Args);
								GWarn->StatusUpdate(NodeIndex + 1, NodeArray.Num(), StatusUpate);
								// now see if we have one already exists. If so, just overwrite that. if not, add new one. 
								ImportCurveToAnimSequence(DestSeq, *ChannelName, Curve,  ACF_DrivesMorphTarget | ACF_TriggerEvent, AnimTimeSpan, 0.01f /** for some reason blend shape values are coming as 100 scaled **/);
							}
						}
					}
				}
			}
		}
		GWarn->EndSlowTask();
	}

	// 
	// importing custom attribute START
	//
	if (ImportOptions->bImportCustomAttribute)
	{
		GWarn->BeginSlowTask( LOCTEXT("BeginImportMorphTargetCurves", "Importing Custom Attirubte Curves"), true);
		const int32 TotalLinks = SortedLinks.Num();
		int32 CurLinkIndex=0;
		for(auto Node: SortedLinks)
		{
			FbxProperty Property = Node->GetFirstProperty();
			while (Property.IsValid())
			{
				FbxAnimCurveNode* CurveNode = Property.GetCurveNode();
				// do this if user defined and animated and leaf node
				if( CurveNode && Property.GetFlag(FbxPropertyAttr::eUserDefined) && 
					CurveNode->IsAnimated() && IsSupportedCurveDataType(Property.GetPropertyDataType().GetType()) )
				{
					FString CurveName = UTF8_TO_TCHAR(CurveNode->GetName());
					UE_LOG(LogFbx, Log, TEXT("CurveName : %s"), *CurveName );

					int32 TotalCount = CurveNode->GetChannelsCount();
					for (int32 ChannelIndex=0; ChannelIndex<TotalCount; ++ChannelIndex)
					{
						FbxAnimCurve * AnimCurve = CurveNode->GetCurve(ChannelIndex);
						FString ChannelName = CurveNode->GetChannelName(ChannelIndex).Buffer();

						if (AnimCurve)
						{
							FString FinalCurveName;
							if (TotalCount == 1)
							{
								FinalCurveName = CurveName;
							}
							else
							{
								FinalCurveName = CurveName + "_" + ChannelName;
							}

							FFormatNamedArguments Args;
							Args.Add(TEXT("CurveName"), FText::FromString(FinalCurveName));
							const FText StatusUpate = FText::Format(LOCTEXT("ImportingCustomAttributeCurvesDetail", "Importing Custom Attribute [{CurveName}]"), Args);
							GWarn->StatusUpdate(CurLinkIndex + 1, TotalLinks, StatusUpate);

							ImportCurveToAnimSequence(DestSeq, FinalCurveName, AnimCurve,  ACF_DefaultCurve, AnimTimeSpan);
						}
											
					}
				}

				Property = Node->GetNextProperty(Property); 
			}

			CurLinkIndex++;
		}

		GWarn->EndSlowTask();
	}

	// importing custom attribute END

	const bool bSourceDataExists = (DestSeq->SourceRawAnimationData.Num() > 0);
	TArray<AnimationTransformDebug::FAnimationTransformDebugData> TransformDebugData;
	int32 TotalNumKeys = 0;
	const FReferenceSkeleton& RefSkeleton = Skeleton->GetReferenceSkeleton();

	// import animation
	{
		GWarn->BeginSlowTask( LOCTEXT("BeginImportAnimation", "Importing Animation"), true);

		TArray<struct FRawAnimSequenceTrack>& RawAnimationData = bSourceDataExists? DestSeq->SourceRawAnimationData : DestSeq->RawAnimationData;
		DestSeq->TrackToSkeletonMapTable.Empty();
		DestSeq->AnimationTrackNames.Empty();
		RawAnimationData.Empty();

		TArray<FName> FbxRawBoneNames;
		FillAndVerifyBoneNames(Skeleton, SortedLinks, FbxRawBoneNames, FileName);

		UnFbx::FFbxImporter* FbxImporter = UnFbx::FFbxImporter::GetInstance();

		const bool bPreserveLocalTransform = FbxImporter->GetImportOptions()->bPreserveLocalTransform;

		// Build additional transform matrix
		UFbxAnimSequenceImportData* TemplateData = Cast<UFbxAnimSequenceImportData>(DestSeq->AssetImportData);
		FbxAMatrix FbxAddedMatrix;
		BuildFbxMatrixForImportTransform(FbxAddedMatrix, TemplateData);
		FMatrix AddedMatrix = Converter.ConvertMatrix(FbxAddedMatrix);

		const int32 NumSamplingKeys = FMath::FloorToInt(AnimTimeSpan.GetDuration().GetSecondDouble() * ResampleRate);
		const FbxTime TimeIncrement = (NumSamplingKeys > 1)? AnimTimeSpan.GetDuration() / (NumSamplingKeys - 1) : AnimTimeSpan.GetDuration();
		for(int32 SourceTrackIdx = 0; SourceTrackIdx < FbxRawBoneNames.Num(); ++SourceTrackIdx)
		{
			int32 NumKeysForTrack = 0;

			// see if it's found in Skeleton
			FName BoneName = FbxRawBoneNames[SourceTrackIdx];
			int32 BoneTreeIndex = RefSkeleton.FindBoneIndex(BoneName);

			// update status
			FFormatNamedArguments Args;
			Args.Add(TEXT("TrackName"), FText::FromName(BoneName));
			Args.Add(TEXT("TotalKey"), FText::AsNumber(NumSamplingKeys));
			Args.Add(TEXT("TrackIndex"), FText::AsNumber(SourceTrackIdx+1));
			Args.Add(TEXT("TotalTracks"), FText::AsNumber(FbxRawBoneNames.Num()));
			const FText StatusUpate = FText::Format(LOCTEXT("ImportingAnimTrackDetail", "Importing Animation Track [{TrackName}] ({TrackIndex}/{TotalTracks}) - TotalKey {TotalKey}"), Args);
			GWarn->StatusForceUpdate(SourceTrackIdx + 1, FbxRawBoneNames.Num(), StatusUpate);

			if (BoneTreeIndex!=INDEX_NONE)
			{
				bool bSuccess = true;

				FRawAnimSequenceTrack RawTrack;
				RawTrack.PosKeys.Empty();
				RawTrack.RotKeys.Empty();
				RawTrack.ScaleKeys.Empty();

				AnimationTransformDebug::FAnimationTransformDebugData NewDebugData;

				FbxNode* Link = SortedLinks[SourceTrackIdx];
				FbxNode * LinkParent = Link->GetParent();
			
				for(FbxTime CurTime = AnimTimeSpan.GetStart(); CurTime <= AnimTimeSpan.GetStop(); CurTime += TimeIncrement)
				{
					// save global trasnform
					FbxAMatrix GlobalMatrix = Link->EvaluateGlobalTransform(CurTime);
					// we'd like to verify this before going to Transform. 
					// currently transform has tons of NaN check, so it will crash there
					FMatrix GlobalUEMatrix = Converter.ConvertMatrix(GlobalMatrix);
					if (GlobalUEMatrix.ContainsNaN())
					{
						bSuccess = false;
						AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, FText::Format(LOCTEXT("Error_InvalidTransform",
							"Track {0} contains invalid transform. Could not import the track."), FText::FromName(BoneName))), FFbxErrors::Animation_TransformError);
						break;
					}

					FTransform GlobalTransform =  Converter.ConvertTransform(GlobalMatrix);
					if (GlobalTransform.ContainsNaN())
					{
						bSuccess = false;
						AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, FText::Format(LOCTEXT("Error_InvalidUnrealTransform",
											"Track {0} did not yeild valid transform. Please report this to animation team."), FText::FromName(BoneName))), FFbxErrors::Animation_TransformError);
						break;
					}

					// debug data, including import transformation
					FTransform AddedTransform(AddedMatrix);
					NewDebugData.SourceGlobalTransform.Add(GlobalTransform * AddedTransform);

					FTransform LocalTransform;
					if( !bPreserveLocalTransform && LinkParent)
					{
						// I can't rely on LocalMatrix. I need to recalculate quaternion/scale based on global transform if Parent exists
						FbxAMatrix ParentGlobalMatrix = Link->GetParent()->EvaluateGlobalTransform(CurTime);
						FTransform ParentGlobalTransform =  Converter.ConvertTransform(ParentGlobalMatrix);

						LocalTransform = GlobalTransform.GetRelativeTransform(ParentGlobalTransform);
						NewDebugData.SourceParentGlobalTransform.Add(ParentGlobalTransform);
					} 
					else
					{
						FbxAMatrix& LocalMatrix = Link->EvaluateLocalTransform(CurTime); 
						FbxVector4 NewLocalT = LocalMatrix.GetT();
						FbxVector4 NewLocalS = LocalMatrix.GetS();
						FbxQuaternion NewLocalQ = LocalMatrix.GetQ();

						LocalTransform.SetTranslation(Converter.ConvertPos(NewLocalT));
						LocalTransform.SetScale3D(Converter.ConvertScale(NewLocalS));
						LocalTransform.SetRotation(Converter.ConvertRotToQuat(NewLocalQ));

						NewDebugData.SourceParentGlobalTransform.Add(FTransform::Identity);
					}

					if(TemplateData && BoneTreeIndex == 0)
					{
						// If we found template data earlier, apply the import transform matrix to
						// the root track.
						LocalTransform.SetFromMatrix(LocalTransform.ToMatrixWithScale() * AddedMatrix);
					}

					if (LocalTransform.ContainsNaN())
					{
						bSuccess = false;
						AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, FText::Format(LOCTEXT("Error_InvalidUnrealLocalTransform",
											"Track {0} did not yeild valid local transform. Please report this to animation team."), FText::FromName(BoneName))), FFbxErrors::Animation_TransformError);
						break;
					}

					RawTrack.ScaleKeys.Add(LocalTransform.GetScale3D());
					RawTrack.PosKeys.Add(LocalTransform.GetTranslation());
					RawTrack.RotKeys.Add(LocalTransform.GetRotation());

					NewDebugData.RecalculatedLocalTransform.Add(LocalTransform);
					++NumKeysForTrack;
				}

				if (bSuccess)
				{
					//add new track
					int32 NewTrackIdx = RawAnimationData.Add(RawTrack);
					DestSeq->AnimationTrackNames.Add(BoneName);

					NewDebugData.SetTrackData(NewTrackIdx, BoneTreeIndex, BoneName);

					// add mapping to skeleton bone track
					DestSeq->TrackToSkeletonMapTable.Add(FTrackToSkeletonMap(BoneTreeIndex));
					TransformDebugData.Add(NewDebugData);
				}
			}

			TotalNumKeys = FMath::Max( TotalNumKeys, NumKeysForTrack );
		}

		DestSeq->NumFrames = TotalNumKeys;
		GWarn->EndSlowTask();
	}

	// compress animation
	{
		GWarn->BeginSlowTask( LOCTEXT("BeginCompressAnimation", "Compress Animation"), true);
		GWarn->StatusForceUpdate(1, 1, LOCTEXT("CompressAnimation", "Compressing Animation"));
		// if source data exists, you should bake it to Raw to apply
		if(bSourceDataExists)
		{
			DestSeq->BakeTrackCurvesToRawAnimation();
		}
		else
		{
			// otherwise just compress
			DestSeq->PostProcessSequence();
		}

		// run debug mode
		AnimationTransformDebug::OutputAnimationTransformDebugData(TransformDebugData, TotalNumKeys, RefSkeleton);
		GWarn->EndSlowTask();
	}

	return true;
}
Ejemplo n.º 3
0
bool UnFbx::FFbxImporter::ValidateAnimStack(TArray<FbxNode*>& SortedLinks, TArray<FbxNode*>& NodeArray, FbxAnimStack* CurAnimStack, int32 ResampleRate, bool bImportMorph, FbxTimeSpan &AnimTimeSpan)
{
	// set current anim stack
	Scene->SetCurrentAnimationStack(CurAnimStack);

	UE_LOG(LogFbx, Log, TEXT("Parsing AnimStack %s"),UTF8_TO_TCHAR(CurAnimStack->GetName()));

	// There are a FBX unroll filter bug, so don't bake animation layer at all
	MergeAllLayerAnimation(CurAnimStack, ResampleRate);

	bool bValidAnimStack = true;

	AnimTimeSpan = GetAnimationTimeSpan(SortedLinks[0], CurAnimStack);
	
	// if no duration is found, return false
	if (AnimTimeSpan.GetDuration() <= 0)
	{
		return false;
	}

	const FBXImportOptions* ImportOption = GetImportOptions();
	// only add morph time if not setrange. If Set Range there is no reason to override time
	if ( bImportMorph && ImportOption->AnimationLengthImportType != FBXALIT_SetRange)
	{
		for ( int32 NodeIndex = 0; NodeIndex < NodeArray.Num(); NodeIndex++ )
		{
			// consider blendshape animation curve
			FbxGeometry* Geometry = (FbxGeometry*)NodeArray[NodeIndex]->GetNodeAttribute();
			if (Geometry)
			{
				int32 BlendShapeDeformerCount = Geometry->GetDeformerCount(FbxDeformer::eBlendShape);
				for(int32 BlendShapeIndex = 0; BlendShapeIndex<BlendShapeDeformerCount; ++BlendShapeIndex)
				{
					FbxBlendShape* BlendShape = (FbxBlendShape*)Geometry->GetDeformer(BlendShapeIndex, FbxDeformer::eBlendShape);

					int32 BlendShapeChannelCount = BlendShape->GetBlendShapeChannelCount();
					for(int32 ChannelIndex = 0; ChannelIndex<BlendShapeChannelCount; ++ChannelIndex)
					{
						FbxBlendShapeChannel* Channel = BlendShape->GetBlendShapeChannel(ChannelIndex);

						if(Channel)
						{
							// Get the percentage of influence of the shape.
							FbxAnimCurve* Curve = Geometry->GetShapeChannel(BlendShapeIndex, ChannelIndex, (FbxAnimLayer*)CurAnimStack->GetMember(0));
							if (Curve && Curve->KeyGetCount() > 0)
							{
								FbxTimeSpan TmpAnimSpan;

								if (Curve->GetTimeInterval(TmpAnimSpan))
								{
									bValidAnimStack = true;
									// update animation interval to include morph target range
									AnimTimeSpan.UnionAssignment(TmpAnimSpan);
								}
							}
						}
					}
				}
			}
		}
	}

	return bValidAnimStack;
}
Ejemplo n.º 4
0
bool UnFbx::FFbxImporter::IsValidAnimationData(TArray<FbxNode*>& SortedLinks, TArray<FbxNode*>& NodeArray, int32& ValidTakeCount)
{
	// If there are no valid links, then we cannot import the anim set
	if(SortedLinks.Num() == 0)
	{
		return false;
	}

	ValidTakeCount = 0;

	int32 AnimStackCount = Scene->GetSrcObjectCount<FbxAnimStack>();

	int32 AnimStackIndex;
	for (AnimStackIndex = 0; AnimStackIndex < AnimStackCount; AnimStackIndex++ )
	{
		FbxAnimStack* CurAnimStack = Scene->GetSrcObject<FbxAnimStack>(AnimStackIndex);
		// set current anim stack
		Scene->SetCurrentAnimationStack(CurAnimStack);

		// debug purpose
		for (int32 BoneIndex = 0; BoneIndex < SortedLinks.Num(); BoneIndex++)
		{
			FString BoneName = UTF8_TO_TCHAR(MakeName(SortedLinks[BoneIndex]->GetName()));
			UE_LOG(LogFbx, Log, TEXT("SortedLinks :(%d) %s"), BoneIndex, *BoneName );
		}

		FbxTimeSpan AnimTimeSpan = GetAnimationTimeSpan(SortedLinks[0], CurAnimStack);
		if (AnimTimeSpan.GetDuration() <= 0)
		{
			AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Warning, FText::Format(LOCTEXT("FBXImport_ZeroLength", "Animation Stack {0} does not contain any valid key. Try different time options when import."), FText::FromString(UTF8_TO_TCHAR(CurAnimStack->GetName())))), FFbxErrors::Animation_ZeroLength);
			continue;
		}

		ValidTakeCount++;
		{
			bool bBlendCurveFound = false;

			for ( int32 NodeIndex = 0; !bBlendCurveFound && NodeIndex < NodeArray.Num(); NodeIndex++ )
			{
				// consider blendshape animation curve
				FbxGeometry* Geometry = (FbxGeometry*)NodeArray[NodeIndex]->GetNodeAttribute();
				if (Geometry)
				{
					int32 BlendShapeDeformerCount = Geometry->GetDeformerCount(FbxDeformer::eBlendShape);
					for(int32 BlendShapeIndex = 0; BlendShapeIndex<BlendShapeDeformerCount; ++BlendShapeIndex)
					{
						FbxBlendShape* BlendShape = (FbxBlendShape*)Geometry->GetDeformer(BlendShapeIndex, FbxDeformer::eBlendShape);

						int32 BlendShapeChannelCount = BlendShape->GetBlendShapeChannelCount();
						for(int32 ChannelIndex = 0; ChannelIndex<BlendShapeChannelCount; ++ChannelIndex)
						{
							FbxBlendShapeChannel* Channel = BlendShape->GetBlendShapeChannel(ChannelIndex);

							if(Channel)
							{
								// Get the percentage of influence of the shape.
								FbxAnimCurve* Curve = Geometry->GetShapeChannel(BlendShapeIndex, ChannelIndex, (FbxAnimLayer*)CurAnimStack->GetMember(0));
								if (Curve && Curve->KeyGetCount() > 0)
								{
									bBlendCurveFound = true;
									break;
								}
							}
						}
					}
				}
			}
		}
	}		

	return ( ValidTakeCount != 0 );
}
Ejemplo n.º 5
0
// This method is templated on the implementation of hctMayaSceneExporter/hctMaxSceneExporter::createScene()
bool FbxToHkxConverter::createSceneStack(int animStackIndex)
{
	hkxScene *scene = new hkxScene;

	scene->m_modeller.set(m_modeller.cString());
	scene->m_asset = m_curFbxScene->GetSceneInfo()->Original_FileName.Get();

	if (m_rootNode) 
	{
		// create root node
		hkxNode* rootNode = new hkxNode;
		bool rigPass = (animStackIndex == -1);
		int currentAnimStackIndex = -1;

		FbxAnimStack* lAnimStack = NULL;
		
		if (rigPass && m_numAnimStacks > 0)
		{
			currentAnimStackIndex = 0;
		}
		else if (animStackIndex >= 0)
		{
			currentAnimStackIndex = animStackIndex;
		}
		
		if (currentAnimStackIndex != -1)
		{
			lAnimStack = m_curFbxScene->GetSrcObject<FbxAnimStack>(currentAnimStackIndex);
			m_curFbxScene->GetEvaluator()->SetContext(lAnimStack);
		}

		if (rigPass)
		{
			rootNode->m_name = "ROOT_NODE";
			scene->m_sceneLength = 0.f;
			scene->m_numFrames = 1;
			printf("Converting nodes for root...\n");
		}
		else
		{
			rootNode->m_name = lAnimStack->GetName();

			const FbxTimeSpan animTimeSpan = lAnimStack->GetLocalTimeSpan();
			scene->m_sceneLength = static_cast<hkReal>( animTimeSpan.GetDuration().GetSecondDouble() );
			scene->m_numFrames = static_cast<hkUint32>( animTimeSpan.GetDuration().GetFrameCount(m_curFbxScene->GetGlobalSettings().GetTimeMode()) );
			
			printf("Converting nodes for [%s]...\n", rootNode->m_name.cString());
		}

		scene->m_rootNode = rootNode;
		rootNode->removeReference();

		// Setup (identity) keyframes(s) for the 'static' root node
		rootNode->m_keyFrames.setSize( scene->m_numFrames > 1 ? 2 : 1, hkMatrix4::getIdentity() );

		addNodesRecursive(scene, m_rootNode, scene->m_rootNode, currentAnimStackIndex);
	}

	m_scenes.pushBack(scene);

	return true;
}