/** * Add a bind pose to the scene based on the FbxMesh and skinning settings of the given node */ void FFbxExporter::CreateBindPose(FbxNode* MeshRootNode) { if (!MeshRootNode) { return; } // In the bind pose, we must store all the link's global matrix at the time of the bind. // Plus, we must store all the parent(s) global matrix of a link, even if they are not // themselves deforming any model. // Create a bind pose with the link list FbxArray<FbxNode*> lClusteredFbxNodes; int i, j; if (MeshRootNode->GetNodeAttribute()) { int lSkinCount=0; int lClusterCount=0; switch (MeshRootNode->GetNodeAttribute()->GetAttributeType()) { case FbxNodeAttribute::eMesh: case FbxNodeAttribute::eNurbs: case FbxNodeAttribute::ePatch: lSkinCount = ((FbxGeometry*)MeshRootNode->GetNodeAttribute())->GetDeformerCount(FbxDeformer::eSkin); //Go through all the skins and count them //then go through each skin and get their cluster count for(i=0; i<lSkinCount; ++i) { FbxSkin *lSkin=(FbxSkin*)((FbxGeometry*)MeshRootNode->GetNodeAttribute())->GetDeformer(i, FbxDeformer::eSkin); lClusterCount+=lSkin->GetClusterCount(); } break; } //if we found some clusters we must add the node if (lClusterCount) { //Again, go through all the skins get each cluster link and add them for (i=0; i<lSkinCount; ++i) { FbxSkin *lSkin=(FbxSkin*)((FbxGeometry*)MeshRootNode->GetNodeAttribute())->GetDeformer(i, FbxDeformer::eSkin); lClusterCount=lSkin->GetClusterCount(); for (j=0; j<lClusterCount; ++j) { FbxNode* lClusterNode = lSkin->GetCluster(j)->GetLink(); AddNodeRecursively(lClusteredFbxNodes, lClusterNode); } } // Add the patch to the pose lClusteredFbxNodes.Add(MeshRootNode); } } // Now create a bind pose with the link list if (lClusteredFbxNodes.GetCount()) { // A pose must be named. Arbitrarily use the name of the patch node. FbxPose* lPose = FbxPose::Create(Scene, MeshRootNode->GetName()); // default pose type is rest pose, so we need to set the type as bind pose lPose->SetIsBindPose(true); for (i=0; i<lClusteredFbxNodes.GetCount(); i++) { FbxNode* lKFbxNode = lClusteredFbxNodes.GetAt(i); FbxMatrix lBindMatrix = lKFbxNode->EvaluateGlobalTransform(); lPose->Add(lKFbxNode, lBindMatrix); } // Add the pose to the scene Scene->AddPose(lPose); } }
void ExportBones(const Value& obj) { const Value& boneName = obj["BoneName"]; if (boneName.IsNull()) { return; } //string name = obj["Name"].GetString(); const Value& parentIndex = obj["ParentIndex"]; const Value& boneTransform = obj["BoneTransform"]; fbxBones.resize(boneName.Size()); for (uint32_t i = 0; i < fbxBones.size(); i++) { FbxNode* boneNode = FbxNode::Create(pScene, boneName[i].GetString()); fbxBones[i] = boneNode; double x, y, z, w; x = boneTransform[i * 7 + 0].GetDouble(); x = -x; y = boneTransform[i * 7 + 1].GetDouble(); z = boneTransform[i * 7 + 2].GetDouble(); boneNode->LclTranslation.Set(FbxDouble3(x, y, z)); x = boneTransform[i * 7 + 3].GetDouble(); y = boneTransform[i * 7 + 4].GetDouble(); z = boneTransform[i * 7 + 5].GetDouble(); w = boneTransform[i * 7 + 6].GetDouble(); FbxSkeleton* pSkeleton = FbxSkeleton::Create(pScene, boneName[i].GetString()); int parent = parentIndex[i].GetInt(); if (parent == -1) { pSkeleton->SetSkeletonType(FbxSkeleton::eRoot); } else { pSkeleton->SetSkeletonType(FbxSkeleton::eLimbNode); pSkeleton->Size.Set(0.1); } boneNode->SetNodeAttribute(pSkeleton); } for (uint32_t i = 0; i < fbxBones.size(); i++) { int parent = parentIndex[i].GetInt(); if (parent == -1) { pScene->GetRootNode()->AddChild(fbxBones[i]); } else { fbxBones[parent]->AddChild(fbxBones[i]); } } FbxPose* lPose = FbxPose::Create(pScene, boneName[0].GetString()); // default pose type is rest pose, so we need to set the type as bind pose lPose->SetIsBindPose(true); for (uint32_t i = 0; i < fbxBones.size(); i++) { FbxNode* lKFbxNode = fbxBones[i]; FbxMatrix lBindMatrix = lKFbxNode->EvaluateGlobalTransform(); lPose->Add(lKFbxNode, lBindMatrix); } pScene->AddPose(lPose); }