Esempio n. 1
0
void Tools::DisplayAnimation::DisplayChannels( FbxNode* i_node, FbxAnimLayer* i_animLayer, void (*DisplayCurve) (FbxAnimCurve* i_curve), void (*DisplayListCurve) (FbxAnimCurve* i_curve, FbxProperty* i_property), bool isSwitcher )
{
	FbxAnimCurve *animCurve = NULL;

	// Display general curves.
	if (!isSwitcher)
	{
		animCurve = i_node->LclTranslation.GetCurve( i_animLayer, FBXSDK_CURVENODE_COMPONENT_X );
		if( animCurve )
		{
			FBXSDK_printf( "        TX\n" );
			DisplayCommon::DisplayString( "        TX" );
			DisplayCurve( animCurve );
		}
		animCurve = i_node->LclTranslation.GetCurve( i_animLayer, FBXSDK_CURVENODE_COMPONENT_Y );
		if( animCurve )
		{
			FBXSDK_printf( "        TY\n" );
			DisplayCommon::DisplayString( "        TY" );
			DisplayCurve( animCurve );
		}
		animCurve = i_node->LclTranslation.GetCurve( i_animLayer, FBXSDK_CURVENODE_COMPONENT_Z );
		if( animCurve )
		{
			FBXSDK_printf( "        TZ\n" );
			DisplayCommon::DisplayString( "        TZ" );
			DisplayCurve( animCurve );
		}

		animCurve = i_node->LclRotation.GetCurve( i_animLayer, FBXSDK_CURVENODE_COMPONENT_X );
		if( animCurve )
		{
			FBXSDK_printf( "        RX\n" );
			DisplayCommon::DisplayString( "        RX" );
			DisplayCurve( animCurve );
		}
		animCurve = i_node->LclRotation.GetCurve( i_animLayer, FBXSDK_CURVENODE_COMPONENT_Y );
		if( animCurve )
		{
			FBXSDK_printf( "        RY\n" );
			DisplayCommon::DisplayString( "        RY" );
			DisplayCurve( animCurve );
		}
		animCurve = i_node->LclRotation.GetCurve( i_animLayer, FBXSDK_CURVENODE_COMPONENT_Z );
		if( animCurve )
		{
			FBXSDK_printf( "        RZ\n" );
			DisplayCommon::DisplayString( "        RZ" );
			DisplayCurve( animCurve );
		}

		animCurve = i_node->LclScaling.GetCurve( i_animLayer, FBXSDK_CURVENODE_COMPONENT_X );
		if( animCurve )
		{
			FBXSDK_printf( "        SX\n" );
			DisplayCommon::DisplayString( "        SX" );
			DisplayCurve( animCurve );
		}
		animCurve = i_node->LclScaling.GetCurve( i_animLayer, FBXSDK_CURVENODE_COMPONENT_Y );
		if( animCurve )
		{
			FBXSDK_printf( "        SY\n" );
			DisplayCommon::DisplayString( "        SY" );
			DisplayCurve( animCurve );
		}
		animCurve = i_node->LclScaling.GetCurve( i_animLayer, FBXSDK_CURVENODE_COMPONENT_Z );
		if( animCurve )
		{
			FBXSDK_printf( "        SZ\n" );
			DisplayCommon::DisplayString( "        SZ" );
			DisplayCurve( animCurve );
		}
	}

	// Display curves specific to a light or marker.
	FbxNodeAttribute *nodeAttribute = i_node->GetNodeAttribute();

	if( nodeAttribute )
	{
		animCurve = nodeAttribute->Color.GetCurve( i_animLayer, FBXSDK_CURVENODE_COLOR_RED );
		if( animCurve )
		{
			FBXSDK_printf( "        Red\n" );
			DisplayCommon::DisplayString( "        Red" );
			DisplayCurve( animCurve );
		}
		animCurve = nodeAttribute->Color.GetCurve( i_animLayer, FBXSDK_CURVENODE_COLOR_GREEN );
		if( animCurve )
		{
			FBXSDK_printf( "        Green\n" );
			DisplayCommon::DisplayString( "        Green" );
			DisplayCurve( animCurve );
		}
		animCurve = nodeAttribute->Color.GetCurve( i_animLayer, FBXSDK_CURVENODE_COLOR_BLUE );
		if( animCurve )
		{
			FBXSDK_printf( "        Blue\n" );
			DisplayCommon::DisplayString( "        Blue" );
			DisplayCurve( animCurve );
		}

		// Display curves specific to a light.
		FbxLight *light = i_node->GetLight();
		if( light )
		{
			animCurve = light->Intensity.GetCurve( i_animLayer );
			if( animCurve )
			{
				FBXSDK_printf( "        Intensity\n" );
				DisplayCommon::DisplayString( "        Intensity" );
				DisplayCurve( animCurve );
			}

			animCurve = light->OuterAngle.GetCurve( i_animLayer );
			if( animCurve )
			{
				FBXSDK_printf( "        Outer Angle\n" );
				DisplayCommon::DisplayString( "        Outer Angle" );
				DisplayCurve( animCurve );
			}

			animCurve = light->Fog.GetCurve( i_animLayer );
			if( animCurve )
			{
				FBXSDK_printf( "        Fog\n" );
				DisplayCommon::DisplayString( "        Fog" );
				DisplayCurve( animCurve );
			}
		}

		// Display curves specific to a camera.
		FbxCamera *camera = i_node->GetCamera();
		if( camera )
		{
			animCurve = camera->FieldOfView.GetCurve( i_animLayer );
			if( animCurve )
			{
				FBXSDK_printf( "        Field of View\n" );
				DisplayCommon::DisplayString( "        Field of View" );
				DisplayCurve( animCurve );
			}

			animCurve = camera->FieldOfViewX.GetCurve( i_animLayer );
			if( animCurve )
			{
				FBXSDK_printf( "        Field of View X\n" );
				DisplayCommon::DisplayString( "        Field of View X" );
				DisplayCurve( animCurve );
			}

			animCurve = camera->FieldOfViewY.GetCurve( i_animLayer );
			if( animCurve )
			{
				FBXSDK_printf( "        Field of View Y\n" );
				DisplayCommon::DisplayString( "        Field of View Y" );
				DisplayCurve( animCurve );
			}

			animCurve = camera->OpticalCenterX.GetCurve( i_animLayer );
			if( animCurve )
			{
				FBXSDK_printf( "        Optical Center X\n" );
				DisplayCommon::DisplayString( "        Optical Center X" );
				DisplayCurve( animCurve );
			}

			animCurve = camera->OpticalCenterY.GetCurve( i_animLayer );
			if( animCurve )
			{
				FBXSDK_printf( "        Optical Center Y\n" );
				DisplayCommon::DisplayString( "        Optical Center Y" );
				DisplayCurve( animCurve );
			}

			animCurve = camera->Roll.GetCurve( i_animLayer );
			if( animCurve )
			{
				FBXSDK_printf( "        Roll\n" );
				DisplayCommon::DisplayString( "        Roll" );
				DisplayCurve( animCurve );
			}
		}

		// Display curves specific to a geometry.
		if (nodeAttribute->GetAttributeType() == FbxNodeAttribute::eMesh ||
			nodeAttribute->GetAttributeType() == FbxNodeAttribute::eNurbs ||
			nodeAttribute->GetAttributeType() == FbxNodeAttribute::ePatch)
		{
			FbxGeometry *geometry = (FbxGeometry*) nodeAttribute;

			int blendShapeDeformerCount = geometry->GetDeformerCount( FbxDeformer::eBlendShape );
			for( int blendShapeIndex = 0; blendShapeIndex<blendShapeDeformerCount; blendShapeIndex++ )
			{
				FbxBlendShape *blendShape = (FbxBlendShape*)geometry->GetDeformer( blendShapeIndex, FbxDeformer::eBlendShape );

				int blendShapeChannelCount = blendShape->GetBlendShapeChannelCount();
				for( int channelIndex = 0; channelIndex<blendShapeChannelCount; channelIndex++ )
				{
					FbxBlendShapeChannel *channel = blendShape->GetBlendShapeChannel( channelIndex );
					const char *channelName = channel->GetName();

					animCurve = geometry->GetShapeChannel( blendShapeIndex, channelIndex, i_animLayer, true );
					if( animCurve )
					{
						FBXSDK_printf( "        Shape %s\n", channelName );
						DisplayCommon::DisplayString( "        Shape ", channelName );
						DisplayCurve( animCurve );
					}
				}
			}
		}
	}

	// Display curves specific to properties
	FbxProperty lProperty = i_node->GetFirstProperty();
	while( lProperty.IsValid() )
	{
		if( lProperty.GetFlag(FbxPropertyAttr::eUserDefined) )
		{
			FbxString lFbxFCurveNodeName  = lProperty.GetName();
			FbxAnimCurveNode* curveNode = lProperty.GetCurveNode( i_animLayer );

			if( !curveNode )
			{
				lProperty = i_node->GetNextProperty( lProperty );
				continue;
			}

			FbxDataType dataType = lProperty.GetPropertyDataType();
			if( dataType.GetType() == eFbxBool || dataType.GetType() == eFbxDouble || dataType.GetType() == eFbxFloat || dataType.GetType() == eFbxInt )
			{
				FbxString message;

				message =  "        Property ";
				message += lProperty.GetName();
				if( lProperty.GetLabel().GetLen() > 0 )
				{
					message += " (Label: ";
					message += lProperty.GetLabel();
					message += ")";
				};

				DisplayCommon::DisplayString( message );

				for( int c = 0; c < curveNode->GetCurveCount(0U); c++ )
				{
					animCurve = curveNode->GetCurve( 0U, c );
					if( animCurve )
						DisplayCurve( animCurve );
				}
			}
			else if( dataType.GetType() == eFbxDouble3 || dataType.GetType() == eFbxDouble4 || dataType.Is(FbxColor3DT) || dataType.Is(FbxColor4DT) )
			{
				char* componentName1 = (dataType.Is(FbxColor3DT) ||dataType.Is(FbxColor4DT)) ? (char*)FBXSDK_CURVENODE_COLOR_RED : (char*)"X";
				char* componentName2 = (dataType.Is(FbxColor3DT) ||dataType.Is(FbxColor4DT)) ? (char*)FBXSDK_CURVENODE_COLOR_GREEN : (char*)"Y";
				char* componentName3 = (dataType.Is(FbxColor3DT) ||dataType.Is(FbxColor4DT)) ? (char*)FBXSDK_CURVENODE_COLOR_BLUE  : (char*)"Z";
				FbxString message;

				message =  "        Property ";
				message += lProperty.GetName();
				if( lProperty.GetLabel().GetLen() > 0 )
				{
					message += " (Label: ";
					message += lProperty.GetLabel();
					message += ")";
				}
				DisplayCommon::DisplayString( message );

				for( int c = 0; c < curveNode->GetCurveCount(0U); c++ )
				{
					animCurve = curveNode->GetCurve( 0U, c );
					if( animCurve )
					{
						DisplayCommon::DisplayString( "        Component ", componentName1 );
						DisplayCurve( animCurve );
					}
				}

				for( int c = 0; c < curveNode->GetCurveCount(1U); c++ )
				{
					animCurve = curveNode->GetCurve(1U, c);
					if( animCurve )
					{
						DisplayCommon::DisplayString( "        Component ", componentName2 );
						DisplayCurve( animCurve );
					}
				}

				for( int c = 0; c < curveNode->GetCurveCount(2U); c++ )
				{
					animCurve = curveNode->GetCurve( 2U, c );
					if( animCurve )
					{
						DisplayCommon::DisplayString( "        Component ", componentName3 );
						DisplayCurve( animCurve );
					}
				}
			}
			else if( dataType.GetType() == eFbxEnum )
			{
				FbxString message;

				message =  "        Property ";
				message += lProperty.GetName();
				if( lProperty.GetLabel().GetLen() > 0 )
				{
					message += " (Label: ";
					message += lProperty.GetLabel();
					message += ")";
				};
				DisplayCommon::DisplayString( message );

				for( int c = 0; c < curveNode->GetCurveCount(0U); c++ )
				{
					animCurve = curveNode->GetCurve( 0U, c );
					if( animCurve )
						DisplayListCurve( animCurve, &lProperty );
				}
			}
		}

		lProperty = i_node->GetNextProperty( lProperty );
	} // while
}
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;
}