reNode* reFBXAsset::importNode(FbxNode* fbxNode, reNode* parent) { reNode* node = new reNode; node->name(fbxNode->GetName()); FbxMatrix mat = fbxNode->EvaluateGlobalTransform(FbxTime(0)); FbxNode *fbxParent = fbxNode->GetParent(); if (!fbxParent) { node->transform (reTransform(fromFBXMatrix(mat))); } else { FbxMatrix pmat = fbxParent->EvaluateGlobalTransform(FbxTime(0)); node->transform(reTransform(fromFBXMatrix(pmat.Inverse()) * fromFBXMatrix(mat))); } if (fbxNode->GetNodeAttribute() ) { FbxNodeAttribute::EType attrType = (fbxNode->GetNodeAttribute()->GetAttributeType()); switch (attrType) { case FbxNodeAttribute::eMesh: reMesh* mesh = importMesh(fbxNode); node->renderables->add(mesh); break; } } for(int i = 0; i < fbxNode->GetChildCount(); i++) { reNode* child = importNode(fbxNode->GetChild(i), node); node->children->add(child); } return node; };
int main(int argc, char** argv) { if (argc < 2) { printf("Usage: emdfbx model.emd skeleton.esk output.fbx\n Can include multiple emd and esk files into one fbx."); getchar(); return 1; } LibXenoverse::initializeDebuggingLog(); vector<string> model_filenames; vector<string> skeleton_filenames; vector<string> animation_filenames; string export_filename = ""; for (int i = 1; i < argc; i++) { string parameter = ToString(argv[i]); string extension = LibXenoverse::extensionFromFilename(parameter); if (extension == "emd") { model_filenames.push_back(parameter); } if (extension == "esk") { skeleton_filenames.push_back(parameter); } if (extension == "ean") { animation_filenames.push_back(parameter); } if (extension == "fbx") { export_filename = parameter; } } if (!export_filename.size()) { if (model_filenames.size()) { export_filename = model_filenames[0] + ".fbx"; } else if (skeleton_filenames.size()) { export_filename = skeleton_filenames[0] + ".fbx"; } else { export_filename = "Out.fbx"; } } // Create FBX Manager FbxManager *sdk_manager = FbxManager::Create(); FbxIOSettings *ios = FbxIOSettings::Create(sdk_manager, IOSROOT); ios->SetBoolProp(EXP_FBX_EMBEDDED, true); sdk_manager->SetIOSettings(ios); // Create Scene vector<FbxNode *> global_fbx_bones; global_fbx_bones.reserve(300); vector<size_t> global_fbx_bones_index; //TODO find a better way to link skeleton and animations global_fbx_bones_index.reserve(300); vector<FbxAnimCurveNode *> global_fbx_animation; global_fbx_animation.reserve(300); FbxScene *scene = FbxScene::Create(sdk_manager, "EMDFBXScene"); // Load Shaders and convert it to fx file (will be use by fbx). vector<string> shader_names; shader_names.push_back("adam_shader/shader_age_vs.emb"); //must specified vs folloxed by ps shaders shader_names.push_back("adam_shader/shader_age_ps.emb"); shader_names.push_back("adam_shader/shader_default_vs.emb"); shader_names.push_back("adam_shader/shader_default_ps.emb"); bool needs_install_shaders = false; for (size_t i = 0; i < shader_names.size(); i++) { if (!LibXenoverse::fileCheck(shader_names[i])) { needs_install_shaders = true; break; } } if (needs_install_shaders) { printf("Shaders not found. Please use Xenoviewer to prepare shaders in bin folder."); return -1; } for (size_t i = 0; i+1 < shader_names.size(); i+=2) { LibXenoverse::EMB *shader_pack_vs = new LibXenoverse::EMB(); LibXenoverse::EMB *shader_pack_ps = new LibXenoverse::EMB(); if (!shader_pack_vs->load(shader_names[i])) { delete shader_pack_vs; printf("Couldn't load Shader Pack %s. File is either missing, open by another application, or corrupt.", shader_names[i].c_str()); continue; } if (!shader_pack_ps->load(shader_names[i+1])) { delete shader_pack_vs; delete shader_pack_ps; printf("Couldn't load Shader Pack %s. File is either missing, open by another application, or corrupt.", shader_names[i].c_str()); continue; } shader_pack_vs->exportShadersToFx(shader_pack_vs, shader_pack_ps); //convert all shaders in fx file with defaults program parameters (like Ogre's version). } //build FBX skeleton for (size_t i = 0; i < skeleton_filenames.size(); i++) { LibXenoverse::ESK *esk_skeleton = new LibXenoverse::ESK(); esk_skeleton->load(skeleton_filenames[i]); vector<FbxNode *> fbx_bones = esk_skeleton->createFBXSkeleton(scene); for (size_t j = 0; j < fbx_bones.size(); j++) { global_fbx_bones.push_back(fbx_bones[j]); global_fbx_bones_index.push_back(j); //kepp index of bone to link with animations. } } //build FBX animations for (size_t i = 0; i < animation_filenames.size(); i++) { string filename = animation_filenames.at(i); string ean_name = LibXenoverse::nameFromFilenameNoExtension(filename, true); //vector<FbxAnimCurveNode *> global_fbx_animation; LibXenoverse::EAN *animation = new LibXenoverse::EAN(); if (animation->load(filename)) { std::vector<FbxAnimStack *> list_AnimStack; size_t nbAnims = animation->getAnimations().size(); for (size_t j = 0; j < nbAnims; j++) { //we create only one stack and one layer by animation. each will animate all bones of all skeleton. LibXenoverse::EANAnimation *anim_tmp = &(animation->getAnimations().at(j)); FbxAnimStack* lAnimStack = FbxAnimStack::Create(scene, anim_tmp->getName().c_str()); FbxAnimLayer* lAnimLayer = FbxAnimLayer::Create(scene, (anim_tmp->getName() + "_Layer0").c_str()); lAnimStack->AddMember(lAnimLayer); list_AnimStack.push_back(lAnimStack); } size_t k = 0; for (vector<FbxNode *>::iterator it = global_fbx_bones.begin(); it != global_fbx_bones.end(); it++) { vector<FbxAnimCurveNode *> fbx_anim = animation->exportFBXAnimations(scene, list_AnimStack, *it, global_fbx_bones_index.at(k)); for (size_t j = 0; j < fbx_anim.size(); j++) { global_fbx_animation.push_back(fbx_anim[j]); } k++; } } else { delete animation; animation = NULL; } } for (size_t i = 0; i < model_filenames.size(); i++) { string node_name = LibXenoverse::nameFromFilenameNoExtension(model_filenames[i]); string path = model_filenames[i].substr(0, model_filenames[i].size() - LibXenoverse::nameFromFilename(model_filenames[i]).size()); LibXenoverse::EMD *emd_model = new LibXenoverse::EMD(); emd_model->load(model_filenames[i]); // Fill Scene FbxNode *lMeshNode = NULL; // Create Node lMeshNode = FbxNode::Create(scene, node_name.c_str()); lMeshNode->LclTranslation.Set(FbxVector4(0, 0, 0)); lMeshNode->LclScaling.Set(FbxVector4(1, 1, 1)); lMeshNode->LclRotation.Set(FbxVector4(0, 0, 0)); // Create and attach Mesh FbxMesh *lMesh = emd_model->exportFBX(scene, lMeshNode, path); lMeshNode->SetNodeAttribute(lMesh); if (global_fbx_bones.size()) { emd_model->exportFBXSkin(scene, lMesh, global_fbx_bones, lMeshNode->EvaluateGlobalTransform()); } // Add node to scene FbxNode *lRootNode = scene->GetRootNode(); lRootNode->AddChild(lMeshNode); } // Export FBX int lFileFormat = sdk_manager->GetIOPluginRegistry()->GetNativeWriterFormat(); FbxExporter* lExporter = FbxExporter::Create(sdk_manager, ""); bool lExportStatus = lExporter->Initialize(export_filename.c_str(), lFileFormat, sdk_manager->GetIOSettings()); if (!lExportStatus) { printf("Call to FbxExporter::Initialize() failed.\n"); printf("Error returned: %s\n\n", lExporter->GetStatus().GetErrorString()); return 1; } scene->GetGlobalSettings().SetAxisSystem(FbxAxisSystem::eMax); scene->GetGlobalSettings().SetSystemUnit(FbxSystemUnit::m); // Export scene lExporter->Export(scene); lExporter->Destroy(); return 0; }
/** * 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); } }
/** * Adds Fbx Clusters necessary to skin a skeletal mesh to the bones in the BoneNodes list */ void FFbxExporter::BindMeshToSkeleton(const USkeletalMesh* SkelMesh, FbxNode* MeshRootNode, TArray<FbxNode*>& BoneNodes) { const FSkeletalMeshResource* SkelMeshResource = SkelMesh->GetImportedResource(); const FStaticLODModel& SourceModel = SkelMeshResource->LODModels[0]; const int32 VertexCount = SourceModel.NumVertices; FbxAMatrix MeshMatrix; FbxScene* lScene = MeshRootNode->GetScene(); if( lScene ) { MeshMatrix = MeshRootNode->EvaluateGlobalTransform(); } FbxGeometry* MeshAttribute = (FbxGeometry*) MeshRootNode->GetNodeAttribute(); FbxSkin* Skin = FbxSkin::Create(Scene, ""); const int32 BoneCount = BoneNodes.Num(); for(int32 BoneIndex = 0; BoneIndex < BoneCount; ++BoneIndex) { FbxNode* BoneNode = BoneNodes[BoneIndex]; // Create the deforming cluster FbxCluster *CurrentCluster = FbxCluster::Create(Scene,""); CurrentCluster->SetLink(BoneNode); CurrentCluster->SetLinkMode(FbxCluster::eTotalOne); // Add all the vertices that are weighted to the current skeletal bone to the cluster // NOTE: the bone influence indices contained in the vertex data are based on a per-chunk // list of verts. The convert the chunk bone index to the mesh bone index, the chunk's // boneMap is needed int32 VertIndex = 0; const int32 SectionCount = SourceModel.Sections.Num(); for(int32 SectionIndex = 0; SectionIndex < SectionCount; ++SectionIndex) { const FSkelMeshSection& Section = SourceModel.Sections[SectionIndex]; for(int32 SoftIndex = 0; SoftIndex < Section.SoftVertices.Num(); ++SoftIndex) { const FSoftSkinVertex& Vert = Section.SoftVertices[SoftIndex]; for(int32 InfluenceIndex = 0; InfluenceIndex < MAX_TOTAL_INFLUENCES; ++InfluenceIndex) { int32 InfluenceBone = Section.BoneMap[ Vert.InfluenceBones[InfluenceIndex] ]; float InfluenceWeight = Vert.InfluenceWeights[InfluenceIndex] / 255.f; if(InfluenceBone == BoneIndex && InfluenceWeight > 0.f) { CurrentCluster->AddControlPointIndex(VertIndex, InfluenceWeight); } } ++VertIndex; } } // Now we have the Patch and the skeleton correctly positioned, // set the Transform and TransformLink matrix accordingly. CurrentCluster->SetTransformMatrix(MeshMatrix); FbxAMatrix LinkMatrix; if( lScene ) { LinkMatrix = BoneNode->EvaluateGlobalTransform(); } CurrentCluster->SetTransformLinkMatrix(LinkMatrix); // Add the clusters to the mesh by creating a skin and adding those clusters to that skin. Skin->AddCluster(CurrentCluster); } // Add the skin to the mesh after the clusters have been added MeshAttribute->AddDeformer(Skin); }
CC_FILE_ERROR FBXFilter::loadFile(const char* filename, ccHObject& container, bool alwaysDisplayLoadDialog/*=true*/, bool* coordinatesShiftEnabled/*=0*/, CCVector3d* coordinatesShift/*=0*/) { // Initialize the SDK manager. This object handles memory management. FbxManager* lSdkManager = FbxManager::Create(); // Create the IO settings object. FbxIOSettings *ios = FbxIOSettings::Create(lSdkManager, IOSROOT); lSdkManager->SetIOSettings(ios); // Import options determine what kind of data is to be imported. // True is the default, but here we’ll set some to true explicitly, and others to false. //(*(lSdkManager->GetIOSettings())).SetBoolProp(IMP_FBX_MATERIAL, true); //(*(lSdkManager->GetIOSettings())).SetBoolProp(IMP_FBX_TEXTURE, true); // Create an importer using the SDK manager. FbxImporter* lImporter = FbxImporter::Create(lSdkManager,""); CC_FILE_ERROR result = CC_FERR_NO_ERROR; // Use the first argument as the filename for the importer. if (!lImporter->Initialize(filename, -1, lSdkManager->GetIOSettings())) { ccLog::Warning(QString("[FBX] Error: %1").arg(lImporter->GetStatus().GetErrorString())); result = CC_FERR_READING; } else { // Create a new scene so that it can be populated by the imported file. FbxScene* lScene = FbxScene::Create(lSdkManager,"myScene"); // Import the contents of the file into the scene. if (lImporter->Import(lScene)) { // Print the nodes of the scene and their attributes recursively. // Note that we are not printing the root node because it should // not contain any attributes. FbxNode* lRootNode = lScene->GetRootNode(); std::vector<FbxNode*> nodes; nodes.push_back(lRootNode); while (!nodes.empty()) { FbxNode* lNode = nodes.back(); nodes.pop_back(); const char* nodeName = lNode->GetName(); #ifdef _DEBUG ccLog::Print(QString("Node: %1 - %2 properties").arg(nodeName).arg(lNode->GetNodeAttributeCount())); #endif // scan the node's attributes. for(int i=0; i<lNode->GetNodeAttributeCount(); i++) { FbxNodeAttribute* pAttribute = lNode->GetNodeAttributeByIndex(i); FbxNodeAttribute::EType type = pAttribute->GetAttributeType(); #ifdef _DEBUG ccLog::Print(QString("\tProp. #%1").arg(GetAttributeTypeName(type))); #endif switch(type) { case FbxNodeAttribute::eMesh: { ccMesh* mesh = FromFbxMesh(static_cast<FbxMesh*>(pAttribute),alwaysDisplayLoadDialog,coordinatesShiftEnabled,coordinatesShift); if (mesh) { //apply transformation FbxAMatrix& transform = lNode->EvaluateGlobalTransform(); ccGLMatrix mat; float* data = mat.data(); for (int c=0; c<4; ++c) { FbxVector4 C = transform.GetColumn(c); *data++ = static_cast<float>(C[0]); *data++ = static_cast<float>(C[1]); *data++ = static_cast<float>(C[2]); *data++ = static_cast<float>(C[3]); } mesh->applyGLTransformation_recursive(&mat); if (mesh->getName().isEmpty()) mesh->setName(nodeName); container.addChild(mesh); } } break; case FbxNodeAttribute::eUnknown: case FbxNodeAttribute::eNull: case FbxNodeAttribute::eMarker: case FbxNodeAttribute::eSkeleton: case FbxNodeAttribute::eNurbs: case FbxNodeAttribute::ePatch: case FbxNodeAttribute::eCamera: case FbxNodeAttribute::eCameraStereo: case FbxNodeAttribute::eCameraSwitcher: case FbxNodeAttribute::eLight: case FbxNodeAttribute::eOpticalReference: case FbxNodeAttribute::eOpticalMarker: case FbxNodeAttribute::eNurbsCurve: case FbxNodeAttribute::eTrimNurbsSurface: case FbxNodeAttribute::eBoundary: case FbxNodeAttribute::eNurbsSurface: case FbxNodeAttribute::eShape: case FbxNodeAttribute::eLODGroup: case FbxNodeAttribute::eSubDiv: default: //not handled yet break; } } // Recursively add the children. for(int j=0; j<lNode->GetChildCount(); j++) { nodes.push_back(lNode->GetChild(j)); } } } } // The file is imported, so get rid of the importer. lImporter->Destroy(); // Destroy the SDK manager and all the other objects it was handling. lSdkManager->Destroy(); return container.getChildrenNumber() == 0 ? CC_FERR_NO_LOAD : CC_FERR_NO_ERROR; }
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; }
void ExportFbxMesh(const Value& obj) { string name = obj["Name"].GetString(); FbxNode* pNode = FbxNode::Create(pManager, name.c_str()); FbxMesh* pMesh = FbxMesh::Create(pManager, name.c_str()); pNode->AddNodeAttribute(pMesh); pScene->GetRootNode()->AddChild(pNode); int numVertex = obj["NumVertex"].GetInt(); { pMesh->InitControlPoints(numVertex); FbxVector4* lControlPoints = pMesh->GetControlPoints(); const Value& pos = obj["Position"]; for (int i = 0; i < numVertex; i++) { double x = pos[i * 3 + 0].GetDouble(); x = -x; double y = pos[i * 3 + 1].GetDouble(); double z = pos[i * 3 + 2].GetDouble(); lControlPoints[i] = FbxVector4(x, y, z); } } { FbxGeometryElementNormal* lGeometryElementNormal = pMesh->CreateElementNormal(); lGeometryElementNormal->SetMappingMode(FbxGeometryElement::eByControlPoint); lGeometryElementNormal->SetReferenceMode(FbxGeometryElement::eDirect); FbxLayerElementArrayTemplate<FbxVector4>& array = lGeometryElementNormal->GetDirectArray(); const Value& normal = obj["Normal"]; for (int i = 0; i < numVertex; i++) { double x = normal[i * 3 + 0].GetDouble(); x = -x; double y = normal[i * 3 + 1].GetDouble(); double z = normal[i * 3 + 2].GetDouble(); array.Add(FbxVector4(x, y, z)); } } { FbxGeometryElementUV* lUVDiffuseElement = pMesh->CreateElementUV("DiffuseUV"); FBX_ASSERT(lUVDiffuseElement != NULL); lUVDiffuseElement->SetMappingMode(FbxGeometryElement::eByControlPoint); lUVDiffuseElement->SetReferenceMode(FbxGeometryElement::eDirect); FbxLayerElementArrayTemplate<FbxVector2>& array = lUVDiffuseElement->GetDirectArray(); const Value& v = obj["UV0"]; for (int i = 0; i < numVertex; i++) { double x = v[i * 2 + 0].GetDouble(); double y = v[i * 2 + 1].GetDouble(); array.Add(FbxVector2(x, y)); } } { const Value& color = obj["Color"]; if (!color.IsNull()) { FbxGeometryElementVertexColor* pColorElement = pMesh->CreateElementVertexColor(); FBX_ASSERT(pColorElement != NULL); pColorElement->SetMappingMode(FbxGeometryElement::eByControlPoint); pColorElement->SetReferenceMode(FbxGeometryElement::eDirect); FbxLayerElementArrayTemplate<FbxColor>& array = pColorElement->GetDirectArray(); for (int i = 0; i < numVertex; i++) { double r = color[i * 4 + 0].GetDouble(); double g = color[i * 4 + 1].GetDouble(); double b = color[i * 4 + 2].GetDouble(); double a = color[i * 4 + 3].GetDouble(); array.Add(FbxColor(r, g, b, a)); } } } { const Value& Indeices = obj["Indeices"]; for (uint32_t subMesh = 0; subMesh < Indeices.Size(); subMesh++) { const Value& index0 = Indeices[subMesh]; int numIndex = index0.Size(); printf("index %d\n", numIndex); for (int i = 0; i < numIndex / 3; i++) { pMesh->BeginPolygon(-1, -1, subMesh); int index[3] = { index0[i * 3 + 0].GetInt(), index0[i * 3 + 1].GetInt(), index0[i * 3 + 2].GetInt(), }; pMesh->AddPolygon(index[0]); pMesh->AddPolygon(index[2]); pMesh->AddPolygon(index[1]); pMesh->EndPolygon(); } } } ////////////////////////////////////////////////////////////////////////// // export skin const Value& boneIndex = obj["BoneIndex"]; if (!boneIndex.IsNull()) { if (fbxBones.empty()) { printf("no bones, can not export skin"); return; } const Value& boneWeight = obj["BoneWeight"]; vector<FbxCluster*> clusters(fbxBones.size(), NULL); for (uint32_t i = 0; i < fbxBones.size(); i++) { FbxCluster* pCluster = FbxCluster::Create(pScene, ""); pCluster->SetLink(fbxBones[i]); pCluster->SetLinkMode(FbxCluster::eTotalOne); clusters[i] = pCluster; } for (int i = 0; i < numVertex; i++) { for (int j = 0; j < 4; j++) { int bone = boneIndex[i * 4 + j].GetInt(); double weight = boneWeight[i * 4 + j].GetDouble(); clusters[bone]->AddControlPointIndex(i, weight); } } FbxSkin* lSkin = FbxSkin::Create(pScene, ""); FbxScene* p = pNode->GetScene(); FbxAMatrix modelMatrix = pNode->EvaluateGlobalTransform(); for (uint32_t i = 0; i < clusters.size(); i++) { clusters[i]->SetTransformMatrix(modelMatrix); FbxAMatrix boneMatrix = fbxBones[i]->EvaluateGlobalTransform(); clusters[i]->SetTransformLinkMatrix(boneMatrix); lSkin->AddCluster(clusters[i]); } pMesh->AddDeformer(lSkin); } }
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); }