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; }
UObject* USpriterImporterFactory::FactoryCreateText(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, const TCHAR* Type, const TCHAR*& Buffer, const TCHAR* BufferEnd, FFeedbackContext* Warn) { Flags |= RF_Transactional; FEditorDelegates::OnAssetPreImport.Broadcast(this, InClass, InParent, InName, Type); FAssetToolsModule& AssetToolsModule = FModuleManager::GetModuleChecked<FAssetToolsModule>("AssetTools"); bool bLoadedSuccessfully = true; const FString CurrentFilename = UFactory::GetCurrentFilename(); FString CurrentSourcePath; FString FilenameNoExtension; FString UnusedExtension; FPaths::Split(CurrentFilename, CurrentSourcePath, FilenameNoExtension, UnusedExtension); const FString LongPackagePath = FPackageName::GetLongPackagePath(InParent->GetOutermost()->GetPathName()); const FString NameForErrors(InName.ToString()); const FString FileContent(BufferEnd - Buffer, Buffer); TSharedPtr<FJsonObject> DescriptorObject = ParseJSON(FileContent, NameForErrors); UPaperSpriterImportData* Result = nullptr; // Parse the file FSpriterSCON DataModel; if (DescriptorObject.IsValid()) { DataModel.ParseFromJSON(DescriptorObject, NameForErrors, /*bSilent=*/ false, /*bPreParseOnly=*/ false); } // Create the new 'hub' asset and convert the data model over if (DataModel.IsValid()) { const bool bSilent = false; Result = NewObject<UPaperSpriterImportData>(InParent, InName, Flags); Result->Modify(); //@TODO: Do some things here maybe? Result->ImportedData = DataModel; // Import the assets in the folders for (const FSpriterFolder& Folder : DataModel.Folders) { for (const FSpriterFile& File : Folder.Files) { const FString RelativeFilename = File.Name.Replace(TEXT("\\"), TEXT("/"), ESearchCase::CaseSensitive); const FString SourceSpriterFilePath = FPaths::Combine(*CurrentSourcePath, *RelativeFilename); FString RelativeDestPath; FString JustFilename; FString JustExtension; FPaths::Split(RelativeFilename, /*out*/ RelativeDestPath, /*out*/ JustFilename, /*out*/ JustExtension); if (File.FileType == ESpriterFileType::Sprite) { const FString TargetTexturePath = LongPackagePath / TEXT("Textures") / RelativeDestPath; const FString TargetSpritePath = LongPackagePath / TEXT("Sprites") / RelativeDestPath; // Import the texture UTexture2D* ImportedTexture = ImportTexture(SourceSpriterFilePath, TargetTexturePath); if (ImportTexture == nullptr) { SPRITER_IMPORT_ERROR(TEXT("Failed to import texture '%s' while importing '%s'"), *SourceSpriterFilePath, *CurrentFilename); } // Create a sprite from it UPaperSprite* ImportedSprite = CastChecked<UPaperSprite>(CreateNewAsset(UPaperSprite::StaticClass(), TargetSpritePath, JustFilename, Flags)); const ESpritePivotMode::Type PivotMode = ConvertNormalizedPivotPointToPivotMode(File.PivotX, File.PivotY); const double PivotInPixelsX = File.Width * File.PivotX; const double PivotInPixelsY = File.Height * File.PivotY; ImportedSprite->SetPivotMode(PivotMode, FVector2D((float)PivotInPixelsX, (float)PivotInPixelsY)); FSpriteAssetInitParameters SpriteInitParams; SpriteInitParams.SetTextureAndFill(ImportedTexture); GetDefault<UPaperImporterSettings>()->ApplySettingsForSpriteInit(SpriteInitParams); SpriteInitParams.SetPixelsPerUnrealUnit(1.0f); ImportedSprite->InitializeSprite(SpriteInitParams); } else if (File.FileType == ESpriterFileType::Sound) { // Import the sound const FString TargetAssetPath = LongPackagePath / RelativeDestPath; UObject* ImportedSound = ImportAsset(SourceSpriterFilePath, TargetAssetPath); } else if (File.FileType != ESpriterFileType::INVALID) { ensureMsgf(false, TEXT("Importer was not updated when a new entry was added to ESpriterFileType")); } // TMap<FString, class UTexture2D*> ImportedTextures; // TMap<FString, class UPaperSprite> ImportedSprites; } } for (const FSpriterEntity& Entity : DataModel.Entities) { // Extract the common/shared skeleton FBoneHierarchyBuilder HierarchyBuilder; HierarchyBuilder.ProcessHierarchy(Entity); // Create the skeletal mesh const FString TargetMeshName = Entity.Name + TEXT("_SkelMesh"); const FString TargetMeshPath = LongPackagePath; USkeletalMesh* SkeletalMesh = CastChecked<USkeletalMesh>(CreateNewAsset(USkeletalMesh::StaticClass(), TargetMeshPath, TargetMeshName, Flags)); // Create the skeleton const FString TargetSkeletonName = Entity.Name + TEXT("_Skeleton"); const FString TargetSkeletonPath = LongPackagePath; USkeleton* EntitySkeleton = CastChecked<USkeleton>(CreateNewAsset(USkeleton::StaticClass(), TargetSkeletonPath, TargetSkeletonName, Flags)); // Initialize the mesh asset FSkeletalMeshResource* ImportedResource = SkeletalMesh->GetImportedResource(); check(ImportedResource->LODModels.Num() == 0); ImportedResource->LODModels.Empty(); FStaticLODModel& LODModel = *new (ImportedResource->LODModels) FStaticLODModel(); SkeletalMesh->LODInfo.Empty(); SkeletalMesh->LODInfo.AddZeroed(); SkeletalMesh->LODInfo[0].LODHysteresis = 0.02f; FSkeletalMeshOptimizationSettings Settings; // set default reduction settings values SkeletalMesh->LODInfo[0].ReductionSettings = Settings; // Create initial bounding box based on expanded version of reference pose for meshes without physics assets. Can be overridden by artist. // FBox BoundingBox(SkelMeshImportDataPtr->Points.GetData(), SkelMeshImportDataPtr->Points.Num()); // FBox Temp = BoundingBox; // FVector MidMesh = 0.5f*(Temp.Min + Temp.Max); // BoundingBox.Min = Temp.Min + 1.0f*(Temp.Min - MidMesh); // BoundingBox.Max = Temp.Max + 1.0f*(Temp.Max - MidMesh); // // Tuck up the bottom as this rarely extends lower than a reference pose's (e.g. having its feet on the floor). // // Maya has Y in the vertical, other packages have Z. // //BEN const int32 CoordToTuck = bAssumeMayaCoordinates ? 1 : 2; // //BEN BoundingBox.Min[CoordToTuck] = Temp.Min[CoordToTuck] + 0.1f*(Temp.Min[CoordToTuck] - MidMesh[CoordToTuck]); // BoundingBox.Min[2] = Temp.Min[2] + 0.1f*(Temp.Min[2] - MidMesh[2]); // SkeletalMesh->Bounds = FBoxSphereBounds(BoundingBox); // Store whether or not this mesh has vertex colors // SkeletalMesh->bHasVertexColors = SkelMeshImportDataPtr->bHasVertexColors; // Pass the number of texture coordinate sets to the LODModel. Ensure there is at least one UV coord LODModel.NumTexCoords = 1;// FMath::Max<uint32>(1, SkelMeshImportDataPtr->NumTexCoords); // Create the reference skeleton and update LOD0 FReferenceSkeleton& RefSkeleton = SkeletalMesh->RefSkeleton; HierarchyBuilder.CopyToRefSkeleton(RefSkeleton); SkeletalMesh->CalculateRequiredBones(LODModel, RefSkeleton, /*BonesToRemove=*/ nullptr); SkeletalMesh->CalculateInvRefMatrices(); // Initialize the skeleton asset EntitySkeleton->MergeAllBonesToBoneTree(SkeletalMesh); // Point the mesh and skeleton at each other SkeletalMesh->Skeleton = EntitySkeleton; EntitySkeleton->SetPreviewMesh(SkeletalMesh); // Create the animations for (const FSpriterAnimation& Animation : Entity.Animations) { //@TODO: That thing I said... const FString TargetAnimationName = Animation.Name; const FString TargetAnimationPath = LongPackagePath / TEXT("Animations"); UAnimSequence* AnimationAsset = CastChecked<UAnimSequence>(CreateNewAsset(UAnimSequence::StaticClass(), TargetAnimationPath, TargetAnimationName, Flags)); AnimationAsset->SetSkeleton(EntitySkeleton); // 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 const float DurationInSeconds = Animation.LengthInMS * 0.001f; AnimationAsset->SequenceLength = FMath::Max<float>(DurationInSeconds, MINIMUM_ANIMATION_LENGTH); const bool bSourceDataExists = (AnimationAsset->SourceRawAnimationData.Num() > 0); TArray<struct FRawAnimSequenceTrack>& RawAnimationData = bSourceDataExists ? AnimationAsset->SourceRawAnimationData : AnimationAsset->RawAnimationData; int32 TotalNumKeys = 0; for (const FSpriterTimeline& Timeline : Animation.Timelines) { if (Timeline.ObjectType != ESpriterObjectType::Bone) { continue; } const FName BoneName = Entity.Objects[Timeline.ObjectIndex].ObjectName; const int32 RefBoneIndex = EntitySkeleton->GetReferenceSkeleton().FindBoneIndex(BoneName); check(RefBoneIndex != INDEX_NONE); FRawAnimSequenceTrack RawTrack; RawTrack.PosKeys.Empty(); RawTrack.RotKeys.Empty(); RawTrack.ScaleKeys.Empty(); int32 NumKeysForTrack = 0; //@TODO: Quick and dirty resampling code that needs to be replaced (totally ignores curve type, edge cases, etc...) const float ResampleFPS = 30.0f; int32 DesiredNumKeys = FMath::CeilToInt(ResampleFPS * DurationInSeconds); const float TimePerKey = 1.0f / ResampleFPS; float CurrentSampleTime = 0.0f; for (int32 FrameIndex = 0; FrameIndex < DesiredNumKeys; ++FrameIndex) { int32 LowerKeyIndex = 0; for (; LowerKeyIndex < Timeline.Keys.Num(); ++LowerKeyIndex) { if (Timeline.Keys[LowerKeyIndex].TimeInMS * 0.001f > CurrentSampleTime) { --LowerKeyIndex; break; } } if (LowerKeyIndex >= Timeline.Keys.Num()) { LowerKeyIndex = Timeline.Keys.Num() - 1; } int32 UpperKeyIndex = LowerKeyIndex + 1; float UpperKeyTime = 0.0f; if (UpperKeyIndex >= Timeline.Keys.Num()) { UpperKeyTime = DurationInSeconds; if (Animation.bIsLooping) { UpperKeyIndex = 0; } else { UpperKeyIndex = Timeline.Keys.Num() - 1; } } else { UpperKeyTime = Timeline.Keys[UpperKeyIndex].TimeInMS * 0.001f; } const FSpriterFatTimelineKey& TimelineKey0 = Timeline.Keys[LowerKeyIndex]; const FSpriterFatTimelineKey& TimelineKey1 = Timeline.Keys[UpperKeyIndex]; const float LowerKeyTime = TimelineKey0.TimeInMS * 0.001f; const FTransform LocalTransform0 = TimelineKey0.Info.ConvertToTransform(); const FTransform LocalTransform1 = TimelineKey1.Info.ConvertToTransform(); FTransform LocalTransform = LocalTransform0; if (LowerKeyIndex != UpperKeyIndex) { const float Alpha = (CurrentSampleTime - LowerKeyTime) / (UpperKeyTime - LowerKeyTime); LocalTransform.Blend(LocalTransform0, LocalTransform1, Alpha); } RawTrack.ScaleKeys.Add(LocalTransform.GetScale3D()); RawTrack.PosKeys.Add(LocalTransform.GetTranslation()); RawTrack.RotKeys.Add(LocalTransform.GetRotation()); ++NumKeysForTrack; CurrentSampleTime += TimePerKey; } // // for (const FSpriterFatTimelineKey& TimelineKey : Timeline.Keys) // { // //@TODO: Ignoring TimeInMS // const FTransform LocalTransform = TimelineKey.Info.ConvertToTransform(); // // RawTrack.ScaleKeys.Add(LocalTransform.GetScale3D()); // RawTrack.PosKeys.Add(LocalTransform.GetTranslation()); // RawTrack.RotKeys.Add(LocalTransform.GetRotation()); // // ++NumKeysForTrack; // } // RawAnimationData.Add(RawTrack); AnimationAsset->AnimationTrackNames.Add(BoneName); // add mapping to skeleton bone track AnimationAsset->TrackToSkeletonMapTable.Add(FTrackToSkeletonMap(RefBoneIndex)); TotalNumKeys = FMath::Max(TotalNumKeys, NumKeysForTrack); } AnimationAsset->NumFrames = TotalNumKeys; AnimationAsset->MarkRawDataAsModified(); // 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) { AnimationAsset->BakeTrackCurvesToRawAnimation(); } else { // otherwise just compress AnimationAsset->PostProcessSequence(); } // run debug mode GWarn->EndSlowTask(); } // NewAnimation = FFbxImporter->ImportAnimations(Skeleton, Outer, SortedLinks, AnimName, TemplateImportData, FBXMeshNodeArray); // // if (NewAnimation) // { // // since to know full path, reimport will need to do same // UFbxAnimSequenceImportData* ImportData = UFbxAnimSequenceImportData::GetImportDataForAnimSequence(NewAnimation, TemplateImportData); // ImportData->SourceFilePath = FReimportManager::SanitizeImportFilename(UFactory::CurrentFilename, NewAnimation); // ImportData->SourceFileTimestamp = IFileManager::Get().GetTimeStamp(*UFactory::CurrentFilename).ToString(); // } } } Result->PostEditChange(); } else { // Failed to parse the JSON bLoadedSuccessfully = false; } if (Result != nullptr) { //@TODO: Need to do this // Store the current file path and timestamp for re-import purposes // UAssetImportData* ImportData = UTileMapAssetImportData::GetImportDataForTileMap(Result); // ImportData->SourceFilePath = FReimportManager::SanitizeImportFilename(CurrentFilename, Result); // ImportData->SourceFileTimestamp = IFileManager::Get().GetTimeStamp(*CurrentFilename).ToString(); } FEditorDelegates::OnAssetPostImport.Broadcast(this, Result); return Result; }