void FBXConverter::processAnimations( FbxNode* node , std::vector<JointData> &skeleton , std::vector<VertexData> &verts , std::vector<IndexData> &indices ) { FbxMesh* theMesh = node->GetMesh(); FbxAnimStack* animationStack = node->GetScene()->GetSrcObject<FbxAnimStack>(); FbxAnimLayer* animationLayer = animationStack->GetMember<FbxAnimLayer>(); std::vector<FbxTime> frames; for ( int curveNodeIndex = 0; curveNodeIndex < animationLayer->GetMemberCount(); ++curveNodeIndex ) { FbxAnimCurveNode* currentCurve = animationLayer->GetMember<FbxAnimCurveNode>( curveNodeIndex ); for ( unsigned int channelIndex = 0; channelIndex < currentCurve->GetChannelsCount(); ++channelIndex ) { for ( int curve = 0; curve < currentCurve->GetCurveCount( channelIndex ); ++curve ) { FbxAnimCurve* theCurveVictim = currentCurve->GetCurve( channelIndex , curve ); for ( int keyIndex = 0; keyIndex < theCurveVictim->KeyGetCount(); ++keyIndex ) { bool alreadyIn = false; for ( unsigned int frameIndex = 0; frameIndex < frames.size(); ++frameIndex ) { if ( ( unsigned int ) frames[frameIndex].GetFrameCount() == ( unsigned int ) theCurveVictim->KeyGet( keyIndex ).GetTime().GetFrameCount() ) { alreadyIn = true; //std::cout << frames[frameIndex].GetFrameCount() << " " << theCurveVictim->KeyGet( keyIndex ).GetTime().GetFrameCount() << " " << alreadyIn << std::endl; break; } } std::cout << theCurveVictim->KeyGet( keyIndex ).GetTime().GetFrameCount() << " " << alreadyIn << std::endl; if(!alreadyIn) frames.push_back(theCurveVictim->KeyGet( keyIndex ).GetTime()); } } } } std::sort( frames.begin() , frames.end() , frameCompare ); FbxAMatrix geoTransform( node->GetGeometricTranslation( FbxNode::eSourcePivot ) , node->GetGeometricRotation( FbxNode::eSourcePivot ) , node->GetGeometricScaling( FbxNode::eSourcePivot ) ); for ( int i = 0; i < theMesh->GetDeformerCount(); ++i ) { FbxSkin* theSkin = reinterpret_cast< FbxSkin* >( theMesh->GetDeformer( i , FbxDeformer::eSkin ) ); if ( !theSkin ) continue; for ( int j = 0; j < theSkin->GetClusterCount(); ++j ) { FbxCluster* cluster = theSkin->GetCluster( j ); std::string jointName = cluster->GetLink()->GetName(); int currentJointIndex = -1; for ( unsigned int k = 0; k < skeleton.size(); ++k ) { if ( !skeleton[k].name.compare( jointName ) ) { currentJointIndex = k; break; } } if ( currentJointIndex < 0 ) { std::cout << "wrong bone" << std::endl; continue; } FbxAMatrix transformMatrix, transformLinkMatrix, offsetMatrix; cluster->GetTransformMatrix( transformMatrix ); cluster->GetTransformLinkMatrix( transformLinkMatrix ); //offsetMatrix = transformLinkMatrix.Inverse() * transformMatrix * geoTransform; FbxMatrix realMatrix( transformLinkMatrix.Inverse() * transformMatrix ); for ( unsigned int row = 0; row < 4; ++row ) { for ( unsigned int column = 0; column < 4; ++column ) { skeleton[currentJointIndex].offsetMatrix[row][column] = (float)realMatrix.Get( row , column ); } } for ( int k = 0; k < cluster->GetControlPointIndicesCount(); ++k ) { BlendingIndexWeightPair weightPair; weightPair.blendingIndex = currentJointIndex; weightPair.blendingWeight = (float)cluster->GetControlPointWeights()[k]; unsigned int controlPoint = cluster->GetControlPointIndices()[k]; for ( unsigned int z = 0; z < indices.size(); ++z ) { if ( indices[z].oldControlPoint == controlPoint ) { if ( verts[indices[z].index].blendingInfo.size() > 4 ) { std::cout << "Warning: vert has more than 4 bones connected, ignoring additional bone." << std::endl; } //else verts[indices[z].index].blendingInfo.push_back( weightPair ); bool found = false; for ( unsigned int omg = 0; omg < verts[indices[z].index].blendingInfo.size(); ++omg ) { if ( verts[indices[z].index].blendingInfo[omg].blendingIndex == weightPair.blendingIndex ) { found = true; break; } } if ( !found ) verts[indices[z].index].blendingInfo.push_back( weightPair ); } } } for ( unsigned int frameIndex = 0; frameIndex < frames.size(); ++frameIndex ) { FbxVector4 translation = cluster->GetLink()->EvaluateLocalTranslation( frames[frameIndex] ); FbxVector4 rotation = cluster->GetLink()->EvaluateLocalRotation( frames[frameIndex] ); FbxVector4 scale = cluster->GetLink()->EvaluateLocalScaling( frames[frameIndex] ); AnimationData animData; animData.frame = (int)frames[frameIndex].GetFrameCount(); animData.translation = glm::vec3(translation[0],translation[1],translation[2]); animData.rotation = glm::angleAxis( glm::radians( (float)rotation[2] ), glm::vec3(0,0,1)) * glm::angleAxis(glm::radians((float) rotation[1]), glm::vec3(0,1,0)) * glm::angleAxis(glm::radians((float)rotation[0]), glm::vec3(1,0,0)); animData.scale = glm::vec3(scale[0],scale[1],scale[2]); skeleton[currentJointIndex].animation.push_back( animData ); } } } }
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; }
int main(int argc, char **argv) { #ifndef _DEBUG if (argc != 2) { printf("invalid arg"); return 0; } const char* filename = argv[1]; #else const char* filename = "*****@*****.**"; #endif output.open("output.txt", ios::out | ios::trunc); output2.open("output2.txt", ios::out | ios::trunc); output3.open("output3.txt", ios::out | ios::trunc); if (!output.is_open()) { exit(1); } FbxManager* fm = FbxManager::Create(); FbxIOSettings *ios = FbxIOSettings::Create(fm, IOSROOT); //ios->SetBoolProp(EXP_FBX_ANIMATION, false); ios->SetIntProp(EXP_FBX_COMPRESS_LEVEL, 9); ios->SetAllObjectFlags(true); fm->SetIOSettings(ios); FbxImporter* importer = FbxImporter::Create(fm, ""); if (!importer->Initialize(filename, -1, fm->GetIOSettings())) { printf("error returned : %s\n", importer->GetStatus().GetErrorString()); exit(-1); } FbxScene* scene = FbxScene::Create(fm, "myscene"); importer->Import(scene); importer->Destroy(); output << "some\n"; output << "charcnt : " << scene->GetCharacterCount() << endl << "node cnt : " << scene->GetNodeCount() << endl; int animstackcnt = scene->GetSrcObjectCount<FbxAnimStack>(); output << "animstackcnt : " << animstackcnt << endl; output << "------------" << endl; vector<FbxNode*> removableNodes; for (int i = 0; i < scene->GetNodeCount(); i++) { FbxNode* node = scene->GetNode(i); output << "scene's node " << i << " : " << node->GetName() << ", childcnt : " << node->GetChildCount(); if (node->GetNodeAttribute()) { output <<", att type : " << node->GetNodeAttribute()->GetAttributeType(); if (node->GetNodeAttribute()->GetAttributeType() == FbxNodeAttribute::EType::eMesh) { FbxMesh* mesh = node->GetMesh(); output << ", mem usage : " << mesh->MemoryUsage() << ", deformer cnt : " << mesh->GetDeformerCount(FbxDeformer::EDeformerType::eSkin) << endl; collapseMesh(mesh); FbxSkin* skin = (FbxSkin*) (mesh->GetDeformer(0, FbxDeformer::EDeformerType::eSkin)); if (skin) { for (int cli = 0; cli < skin->GetClusterCount(); cli++) { FbxCluster* cluster = skin->GetCluster(cli); output << "\tcluster no." << cli << " has " << cluster->GetControlPointIndicesCount() << " connected verts" << endl; if (cluster->GetControlPointIndicesCount() == 0) removableNodes.push_back( cluster->GetLink() ); //cluster-> //skin->RemoveCluster(cluster);효과없음 } } if (mesh->IsTriangleMesh()) { output << "\tit's triangle mesh" << endl; } //mesh->RemoveDeformer(0);효과없음 } else output << endl; } else { output << ", att type : none" << endl; } } for (int rni = 0; rni < removableNodes.size(); rni++) { FbxNode* rnd = removableNodes[rni]; if (rnd && rnd->GetNodeAttribute()->GetAttributeType() == FbxNodeAttribute::EType::eSkeleton) { output3 << rnd->GetName() << " node with no vert attached's curve : " << rnd->GetSrcObjectCount<FbxAnimCurve>() << "," << rnd->GetSrcObjectCount<FbxAnimCurveNode>() << endl; } } output << "-----------animinfo" << endl; int cubic = 0, linear = 0, cons = 0; for (int si = 0; si < animstackcnt; si++) { FbxAnimStack* stack = scene->GetSrcObject<FbxAnimStack>(si); for (int i = 0; i < stack->GetMemberCount<FbxAnimLayer>(); i++) { FbxAnimLayer* layer = stack->GetMember<FbxAnimLayer>(i); int curvenodecnt = layer->GetMemberCount<FbxAnimCurveNode>(); int compositcnt = 0; for (int j = 0; j < curvenodecnt; j++) { FbxAnimCurveNode* cnode = layer->GetMember<FbxAnimCurveNode>(j); compositcnt += (cnode->IsComposite() ? 1 : 0); } output << "\tanimstack's layer " << i << " : " << layer->GetName() << ", curve node cnt : " << curvenodecnt << ", composit node cnt : " << compositcnt << endl; vector<FbxAnimCurveNode*> nodes2del; for (int j = 0; j < curvenodecnt; j++) { FbxAnimCurveNode* cnode = layer->GetMember<FbxAnimCurveNode>(j); output << "\t\tcurvenode " << j << " channel cnt : " << cnode->GetChannelsCount() << ", dst obj cnt " << cnode->GetDstObjectCount() << "("; for (int dsti = 0; dsti < cnode->GetDstObjectCount(); dsti++) { output << "," << cnode->GetDstObject(dsti)->GetName(); if (cnode->GetDstObject(dsti)->GetSrcObjectCount() > 0) output << "<" << cnode->GetDstObject(dsti)->GetSrcObjectCount<FbxSkeleton>() << ">"; } output << ")"; FbxTimeSpan interval; if (cnode->GetAnimationInterval(interval)) { output << ", start : " << interval.GetStart().GetTimeString() << ", end : " << interval.GetStop().GetTimeString() << endl; } else { nodes2del.push_back(cnode); output << ", no interval" << endl; } for (int chi = 0; chi < cnode->GetChannelsCount(); chi++) { int curvecnt = cnode->GetCurveCount(chi); output << "\t\t\tchannel." << chi << " curvecnt : " << curvecnt << endl; for (int ci = 0; ci < curvecnt; ci++) { FbxAnimCurve* curve = cnode->GetCurve(chi, ci); int keycnt = curve->KeyGetCount(); output << "\t\t\t\tcurve no." << ci << " : key count : " << keycnt; output2 << "curve " << ci << endl; vector<int> keys2Remove; for (int cki = 0; cki < keycnt; cki++) { FbxAnimCurveKey prevkey, currkey, nextkey; if (cki == 0 || cki == keycnt - 1) continue; currkey = curve->KeyGet(cki); prevkey = curve->KeyGet(cki-1); nextkey = curve->KeyGet(cki + 1); bool keepit = true; output2 << ci << "-" << cki; // keepit = keepTestHorizon(curve, prevkey, currkey, nextkey); // if (keepit) // keepit = slopkeepTest(curve, prevkey, currkey, nextkey); if (!keepit) { if (!(currkey.GetInterpolation() == FbxAnimCurveDef::EInterpolationType::eInterpolationConstant && nextkey.GetInterpolation() != FbxAnimCurveDef::EInterpolationType::eInterpolationConstant)) keys2Remove.push_back(cki); } } for (int kri = keys2Remove.size() - 1; kri >= 0; kri--) { //curve->KeyRemove(keys2Remove[kri]); } output2 << endl; //output << ", cubic:linear:const : " << cubic << ":" << linear << ":" << cons << endl; if (keys2Remove.size() > 0) output << ", " << keys2Remove.size() << " keys removed"; keycnt = curve->KeyGetCount(); } } } //이부분은 별로 효과없음 /* for (int di = 0; di < nodes2del.size(); di++) { layer->RemoveMember(nodes2del[di]); } */ } } output << "cubic:linear:const " << cubic << ":" << linear << ":" << cons << endl; FbxExporter* exporter = FbxExporter::Create(fm, ""); const char* outFBXName = "after.fbx"; bool exportstatus = exporter->Initialize(outFBXName, -1, fm->GetIOSettings()); if (exportstatus == false) { puts("err export fail"); } exporter->Export(scene); exporter->Destroy(); scene->Destroy(); ios->Destroy(); fm->Destroy(); output.close(); output2.close(); output3.close(); return 0; }
void ExportAnimation(const Value& obj) { double timeLength = obj["Time"].GetDouble(); double frameRate = obj["FrameRate"].GetDouble(); const Value& animCurve = obj["CurveData"]; FbxAnimStack* lAnimStack = FbxAnimStack::Create(pScene, "base stack"); FbxAnimLayer* lAnimLayer = FbxAnimLayer::Create(pScene, "Base Layer"); lAnimStack->AddMember(lAnimLayer); uint32_t i = 0, j = 0; while (true) { if (i >= animCurve.Size()) { break; } const Value& first = animCurve[i]; j = i + 1; while (j < animCurve.Size()) { const Value& last = animCurve[j]; if (strcmp(first["path"].GetString(), last["path"].GetString()) != 0) { break; } j++; } FbxNode* pNode = FindNode(first["path"].GetString()); if (pNode == NULL) { printf("path %s node not found!!!!!!!!!!!!!!!!!!!!\n", first["path"].GetString()); } else { printf("%d path %s node found %p\n", j - i, first["path"].GetString(), pNode); FbxAnimCurveNode* curveNode = pNode->LclRotation.GetCurveNode(lAnimLayer, true); if (curveNode) { unsigned int numChannel = curveNode->GetChannelsCount(); for (uint32_t n = 0; n < numChannel; n++) { FbxString name = curveNode->GetChannelName(n); printf("%d %s\n", n, (const char*)name); } return; } ExportCurve(lAnimLayer, pNode, animCurve, i, j); } i = j; } }