예제 #1
0
void GPBFile::moveAnimationChannels(Node* node, Animation* dstAnimation)
{
    // Loop through the animations and channels backwards because they will be removed when found.
    int animationCount = _animations.getAnimationCount();
    for (int i = animationCount - 1; i >= 0; --i)
    {
        Animation* animation = _animations.getAnimation(i);
        int channelCount = animation->getAnimationChannelCount();
        for (int j = channelCount - 1; j >= 0; --j)
        {
            AnimationChannel* channel = animation->getAnimationChannel(j);
            if (equals(channel->getTargetId(), node->getId()))
            {
                animation->remove(channel);
                dstAnimation->add(channel);
            }
        }
        if (animation->getAnimationChannelCount() == 0)
        {
            _animations.removeAnimation(i);
        }
    }
    for (Node* child = node->getFirstChild(); child != NULL; child = child->getNextSibling())
    {
        moveAnimationChannels(child, dstAnimation);
    }
}
예제 #2
0
void GPBFile::optimizeTransformAnimations()
{
    const unsigned int animationCount = _animations.getAnimationCount();
    for (unsigned int animationIndex = 0; animationIndex < animationCount; ++animationIndex)
    {
        Animation* animation = _animations.getAnimation(animationIndex);
        assert(animation);
        const int channelCount = animation->getAnimationChannelCount();
        // loop backwards because we will be adding and removing channels
        for (int channelIndex = channelCount -1; channelIndex >= 0 ; --channelIndex)
        {
            AnimationChannel* channel = animation->getAnimationChannel(channelIndex);
            assert(channel);
            // get target node
            const Object* obj = _refTable.get(channel->getTargetId());
            if (obj && obj->getTypeId() == Object::NODE_ID)
            {
                const Node* node = static_cast<const Node*>(obj);
                if (node->isJoint() && channel->getTargetAttribute() == Transform::ANIMATE_SCALE_ROTATE_TRANSLATE)
                {
                    decomposeTransformAnimationChannel(animation, channel);

                    animation->remove(channel);
                    SAFE_DELETE(channel);
                }
            }
        }
    }
}
예제 #3
0
void Graphics::updateAnimation(float dT)
{

    for(map<string, AnimationChannel*>::iterator it=animation.begin(); it != animation.end(); ++it)
    {
        elapsedTime += dT;
        AnimationChannel* ch = it->second;
        while(elapsedTime >= ch->getDuration())
        {
            elapsedTime -= ch->getDuration();
        }
        ch->update(elapsedTime, *scene[it->first]);
    }
}
예제 #4
0
AnimationChannel* createAnimationChannel(FbxNode* fbxNode, unsigned int targetAttrib, const vector<float>& keyTimes, const vector<float>& keyValues)
{
    AnimationChannel* channel = new AnimationChannel();
    channel->setTargetId(fbxNode->GetName());
    channel->setKeyTimes(keyTimes);
    channel->setKeyValues(keyValues);
    channel->setInterpolation(AnimationChannel::LINEAR);
    channel->setTargetAttribute(targetAttrib);
    return channel;
}
예제 #5
0
void MeshSkin::computeBounds()
{
    // Find the offset of the blend indices and blend weights within the mesh vertices
    int blendIndexOffset = -1;
    int blendWeightOffset = -1;
    for (unsigned int i = 0, count = _mesh->getVertexElementCount(); i < count; ++i)
    {
        const VertexElement& e = _mesh->getVertexElement(i);
        switch (e.usage)
        {
        case BLENDINDICES:
            blendIndexOffset = i;
            break;
        case BLENDWEIGHTS:
            blendWeightOffset = i;
            break;
        }
    }
    if (blendIndexOffset == -1 || blendWeightOffset == -1)
    {
        // Need blend indices and blend weights to calculate skinned bounding volume
        return;
    }

    LOG(2, "Computing bounds for skin of mesh: %s\n", _mesh->getId().c_str());

    // Get the root joint
	if (_joints.size() == 0)
		return;
    Node* rootJoint = _joints[0];
    Node* parent = rootJoint->getParent();
    while (parent)
    {
        // Is this parent in the list of joints that form the skeleton?
        // If not, then it's simply a parent node to the root joint
        if (find(_joints.begin(), _joints.end(), parent) != _joints.end())
        {
            rootJoint = parent;
        }
        parent = parent->getParent();
    }

    // If the root joint has a parent node, temporarily detach it so that its transform is
    // not included in the bounding volume calculation below
    Node* rootJointParent = rootJoint->getParent();
    if (rootJointParent)
    {
        rootJointParent->removeChild(rootJoint);
    }

    unsigned int jointCount = _joints.size();
    unsigned int vertexCount = _mesh->getVertexCount();

    LOG(3, "  %u joints found.\n", jointCount);

    std::vector<AnimationChannel*> channels;
    std::vector<Node*> channelTargets;
    std::vector<Curve*> curves;
    std::vector<Vector3> vertices;
    _jointBounds.resize(jointCount);

    // Construct a list of all animation channels that target the joints affecting this mesh skin
    LOG(3, "  Collecting animations...\n");
    LOG(3, "  0%%\r");
    for (unsigned int i = 0; i < jointCount; ++i)
    {
        Node* joint = _joints[i];

        // Find all animations that target this joint
        Animations* animations = GPBFile::getInstance()->getAnimations();
        for (unsigned int j = 0, animationCount = animations->getAnimationCount(); j < animationCount; ++j)
        {
            Animation* animation = animations->getAnimation(j);
            for (unsigned int k = 0, channelCount = animation->getAnimationChannelCount(); k < channelCount; ++k)
            {
                AnimationChannel* channel = animation->getAnimationChannel(k);
                if (channel->getTargetId() == joint->getId())
                {
                    if (find(channels.begin(), channels.end(), channel) == channels.end())
                    {
                        channels.push_back(channel);
                        channelTargets.push_back(joint);
                    }
                }
            }
        }

        // Calculate the local bounding volume for this joint
        vertices.clear();
        BoundingVolume jointBounds;
        jointBounds.min.set(FLT_MAX, FLT_MAX, FLT_MAX);
        jointBounds.max.set(-FLT_MAX, -FLT_MAX, -FLT_MAX);
        for (unsigned int j = 0; j < vertexCount; ++j)
        {
            const Vertex& v = _mesh->getVertex(j);

            if ((v.blendIndices.x == i && !ISZERO(v.blendWeights.x)) ||
                (v.blendIndices.y == i && !ISZERO(v.blendWeights.y)) ||
                (v.blendIndices.z == i && !ISZERO(v.blendWeights.z)) ||
                (v.blendIndices.w == i && !ISZERO(v.blendWeights.w)))
            {
                vertices.push_back(v.position);
                // Update box min/max
                if (v.position.x < jointBounds.min.x)
                    jointBounds.min.x = v.position.x;
                if (v.position.y < jointBounds.min.y)
                    jointBounds.min.y = v.position.y;
                if (v.position.z < jointBounds.min.z)
                    jointBounds.min.z = v.position.z;
                if (v.position.x > jointBounds.max.x)
                    jointBounds.max.x = v.position.x;
                if (v.position.y > jointBounds.max.y)
                    jointBounds.max.y = v.position.y;
                if (v.position.z > jointBounds.max.z)
                    jointBounds.max.z = v.position.z;
            }
        }
        if (vertices.size() > 0)
        {
            // Compute center point
            Vector3::add(jointBounds.min, jointBounds.max, &jointBounds.center);
            jointBounds.center.scale(0.5f);
            // Compute radius
            for (unsigned int j = 0, jointVertexCount = vertices.size(); j < jointVertexCount; ++j)
            {
                float d = jointBounds.center.distanceSquared(vertices[j]);
                if (d > jointBounds.radius)
                    jointBounds.radius = d;
            }
            jointBounds.radius = sqrt(jointBounds.radius);
        }
        _jointBounds[i] = jointBounds;

        LOG(3, "  %d%%\r", (int)((float)(i+1) / (float)jointCount * 100.0f));
    }
    LOG(3, "\n");

    unsigned int channelCount = channels.size();

    // Create a Curve for each animation channel
    float maxDuration = 0.0f;
    LOG(3, "  Building animation curves...\n");
    LOG(3, "  0%%\r");
    for (unsigned int i = 0; i < channelCount; ++i)
    {
        AnimationChannel* channel = channels[i];

        const std::vector<float>& keyTimes = channel->getKeyTimes();
        unsigned int keyCount = keyTimes.size();
        if (keyCount == 0)
            continue;

        // Create a curve for this animation channel
        Curve* curve = NULL;
        switch (channel->getTargetAttribute())
        {
        case Transform::ANIMATE_SCALE_ROTATE_TRANSLATE:
            curve = new Curve(keyCount, 10);
            curve->setQuaternionOffset(3);
            break;
        }
        if (curve == NULL)
        {
            // Unsupported/not implemented curve type 
            continue;
        }

        // Copy key values into a temporary array
        unsigned int keyValuesCount = channel->getKeyValues().size();
        float* keyValues = new float[keyValuesCount];
        for (unsigned int j = 0; j < keyValuesCount; ++j)
            keyValues[j] = channel->getKeyValues()[j];

        // Determine animation duration
        float startTime = keyTimes[0];
        float duration = keyTimes[keyCount-1] - startTime;
        if (duration > maxDuration)
            maxDuration = duration;

        if (duration > 0.0f)
        {
            // Set curve points
            float* keyValuesPtr = keyValues;
            for (unsigned int j = 0; j < keyCount; ++j)
            {
                // Store time normalized, between 0-1
                float t = (keyTimes[j] - startTime) / duration;

                // Set the curve point
                // TODO: Handle other interpolation types
                curve->setPoint(j, t, keyValuesPtr, gameplay::Curve::LINEAR);

                // Move to the next point on the curve
                keyValuesPtr += curve->getComponentCount();
            }
            curves.push_back(curve);
        }

        delete[] keyValues;
        keyValues = NULL;

        LOG(3, "  %d%%\r", (int)((float)(i+1) / (float)channelCount * 100.0f));
    }
    LOG(3, "\n");

    // Compute a total combined bounding volume for the MeshSkin that contains all possible
    // vertex positions for all animations targeting the skin. This rough approximation allows
    // us to store a volume that can be used for rough intersection tests (such as for visibility
    // determination) efficiently at runtime.

    // Backup existing node transforms so we can restore them when we are finished
    Matrix* oldTransforms = new Matrix[jointCount];
    for (unsigned int i = 0; i < jointCount; ++i)
    {
        memcpy(oldTransforms[i].m, _joints[i]->getTransformMatrix().m, 16 * sizeof(float));
    }

    float time = 0.0f;
    float srt[10];
    Matrix temp;
    Matrix* jointTransforms = new Matrix[jointCount];
    _mesh->bounds.min.set(FLT_MAX, FLT_MAX, FLT_MAX);
    _mesh->bounds.max.set(-FLT_MAX, -FLT_MAX, -FLT_MAX);
    _mesh->bounds.center.set(0, 0, 0);
    _mesh->bounds.radius = 0;
    Vector3 skinnedPos;
    Vector3 tempPos;
    LOG(3, "  Evaluating joints...\n");
    LOG(3, "  0%%\r");
    BoundingVolume finalBounds;
    while (time <= maxDuration)
    {
        // Evaluate joint transforms at this time interval
        for (unsigned int i = 0, curveCount = curves.size(); i < curveCount; ++i)
        {
            Node* joint = channelTargets[i];
            Curve* curve = curves[i];

            // Evalulate the curve at this time to get the new value
            float tn = time / maxDuration;
            if (tn > 1.0f)
                tn = 1.0f;
            curve->evaluate(tn, srt);

            // Update the joint's local transform
            Matrix::createTranslation(srt[7], srt[8], srt[9], temp.m);
            temp.rotate(*((Quaternion*)&srt[3]));
            temp.scale(srt[0], srt[1], srt[2]);
            joint->setTransformMatrix(temp.m);
        }

        // Store the final matrix pallette of resovled world space joint matrices
        std::vector<Matrix>::const_iterator bindPoseItr = _bindPoses.begin();
        for (unsigned int i = 0; i < jointCount; ++i, bindPoseItr++)
        {
            BoundingVolume bounds = _jointBounds[i];
            if (ISZERO(bounds.radius))
                continue;

            Matrix& m = jointTransforms[i];
            Matrix::multiply(_joints[i]->getWorldMatrix().m, bindPoseItr->m, m.m);
            Matrix::multiply(m.m, _bindShape, m.m);

            // Get a world-space bounding volume for this joint
            bounds.transform(m);
            if (ISZERO(finalBounds.radius))
                finalBounds = bounds;
            else
                finalBounds.merge(bounds);
        }

        // Increment time by 1/30th of second (~ 33 ms)
        if (time < maxDuration && (time + 33.0f) > maxDuration)
            time = maxDuration;
        else
            time += 33.0f;

        LOG(3, "  %d%%\r", (int)(time / maxDuration * 100.0f));
    }
    LOG(3, "\n");

    // Update the bounding sphere for the mesh
    _mesh->bounds = finalBounds;

    // Restore original joint transforms
    for (unsigned int i = 0; i < jointCount; ++i)
    {
        _joints[i]->setTransformMatrix(oldTransforms[i].m);
    }

    // Cleanup
    for (unsigned int i = 0, curveCount = curves.size(); i < curveCount; ++i)
    {
        delete curves[i];
    }
    delete[] oldTransforms;
    delete[] jointTransforms;

    // Restore removed joints
    if (rootJointParent)
    {
        rootJointParent->addChild(rootJoint);
    }
}
예제 #6
0
void FBXSceneEncoder::loadAnimationChannels(FbxAnimLayer* animLayer, FbxNode* fbxNode, Animation* animation)
{
    const char* name = fbxNode->GetName();
    //Node* node = _gamePlayFile.getNode(name);

    // Determine which properties are animated on this node
    // Find the transform at each key frame
    // TODO: Ignore properties that are not animated (scale, rotation, translation)
    // This should result in only one animation channel per animated node.

    float startTime = FLT_MAX, stopTime = -1.0f, frameRate = -FLT_MAX;
    bool tx = false, ty = false, tz = false, rx = false, ry = false, rz = false, sx = false, sy = false, sz = false;
    FbxAnimCurve* animCurve = NULL;
    animCurve = getCurve(fbxNode->LclTranslation, animLayer, FBXSDK_CURVENODE_COMPONENT_X);
    if (animCurve)
    {
        tx = true;
        findMinMaxTime(animCurve, &startTime, &stopTime, &frameRate);
    }
    animCurve = getCurve(fbxNode->LclTranslation, animLayer, FBXSDK_CURVENODE_COMPONENT_Y);
    if (animCurve)
    {
        ty = true;
        findMinMaxTime(animCurve, &startTime, &stopTime, &frameRate);
    }
    animCurve = getCurve(fbxNode->LclTranslation, animLayer, FBXSDK_CURVENODE_COMPONENT_Z);
    if (animCurve)
    {
        tz = true;
        findMinMaxTime(animCurve, &startTime, &stopTime, &frameRate);
    }
    animCurve = getCurve(fbxNode->LclRotation, animLayer, FBXSDK_CURVENODE_COMPONENT_X);
    if (animCurve)
    {
        rx = true;
        findMinMaxTime(animCurve, &startTime, &stopTime, &frameRate);
    }
    animCurve = getCurve(fbxNode->LclRotation, animLayer, FBXSDK_CURVENODE_COMPONENT_Y);
    if (animCurve)
    {
        ry = true;
        findMinMaxTime(animCurve, &startTime, &stopTime, &frameRate);
    }
    animCurve = getCurve(fbxNode->LclRotation, animLayer, FBXSDK_CURVENODE_COMPONENT_Z);
    if (animCurve)
    {
        rz = true;
        findMinMaxTime(animCurve, &startTime, &stopTime, &frameRate);
    }
    animCurve = getCurve(fbxNode->LclScaling, animLayer, FBXSDK_CURVENODE_COMPONENT_X);
    if (animCurve)
    {
        sx = true;
        findMinMaxTime(animCurve, &startTime, &stopTime, &frameRate);
    }
    animCurve = getCurve(fbxNode->LclScaling, animLayer, FBXSDK_CURVENODE_COMPONENT_Y);
    if (animCurve)
    {
        sy = true;
        findMinMaxTime(animCurve, &startTime, &stopTime, &frameRate);
    }
    animCurve = getCurve(fbxNode->LclScaling, animLayer, FBXSDK_CURVENODE_COMPONENT_Z);
    if (animCurve)
    {
        sz = true;
        findMinMaxTime(animCurve, &startTime, &stopTime, &frameRate);
    }

    if (!(sx || sy || sz || rx || ry || rz || tx || ty || tz))
        return; // no animation channels

    assert(startTime != FLT_MAX);
    assert(stopTime >= 0.0f);

    // Determine which animation channels to create
    vector<unsigned int> channelAttribs;
    if (sx && sy && sz)
    {
        if (rx || ry || rz)
        {
            if (tx && ty && tz)
            {
                channelAttribs.push_back(Transform::ANIMATE_SCALE_ROTATE_TRANSLATE);
            }
            else
            {
                channelAttribs.push_back(Transform::ANIMATE_SCALE_ROTATE);
                if (tx)
                    channelAttribs.push_back(Transform::ANIMATE_TRANSLATE_X);
                if (ty)
                    channelAttribs.push_back(Transform::ANIMATE_TRANSLATE_Y);
                if (tz)
                    channelAttribs.push_back(Transform::ANIMATE_TRANSLATE_Z);
            }
        }
        else
        {
            if (tx && ty && tz)
            {
                channelAttribs.push_back(Transform::ANIMATE_SCALE_TRANSLATE);
            }
            else
            {
                channelAttribs.push_back(Transform::ANIMATE_SCALE);
                if (tx)
                    channelAttribs.push_back(Transform::ANIMATE_TRANSLATE_X);
                if (ty)
                    channelAttribs.push_back(Transform::ANIMATE_TRANSLATE_Y);
                if (tz)
                    channelAttribs.push_back(Transform::ANIMATE_TRANSLATE_Z);
            }
        }
    }
    else
    {
        if (rx || ry || rz)
        {
            if (tx && ty && tz)
            {
                channelAttribs.push_back(Transform::ANIMATE_ROTATE_TRANSLATE);
            }
            else
            {
                channelAttribs.push_back(Transform::ANIMATE_ROTATE);
                if (tx)
                    channelAttribs.push_back(Transform::ANIMATE_TRANSLATE_X);
                if (ty)
                    channelAttribs.push_back(Transform::ANIMATE_TRANSLATE_Y);
                if (tz)
                    channelAttribs.push_back(Transform::ANIMATE_TRANSLATE_Z);
            }
        }
        else
        {
            if (tx && ty && tz)
            {
                channelAttribs.push_back(Transform::ANIMATE_TRANSLATE);
            }
            else
            {
                if (tx)
                    channelAttribs.push_back(Transform::ANIMATE_TRANSLATE_X);
                if (ty)
                    channelAttribs.push_back(Transform::ANIMATE_TRANSLATE_Y);
                if (tz)
                    channelAttribs.push_back(Transform::ANIMATE_TRANSLATE_Z);
            }
        }

        if (sx)
            channelAttribs.push_back(Transform::ANIMATE_SCALE_X);
        if (sy)
            channelAttribs.push_back(Transform::ANIMATE_SCALE_Y);
        if (sz)
            channelAttribs.push_back(Transform::ANIMATE_SCALE_Z);
    }
    unsigned int channelCount = channelAttribs.size();
    assert(channelCount > 0);

    // Allocate channel list
    const int channelStart = animation->getAnimationChannelCount();
    for (unsigned int i = 0; i < channelCount; ++i)
    {
        AnimationChannel* channel = new AnimationChannel();
        channel->setTargetId(name);
        channel->setInterpolation(AnimationChannel::LINEAR);
        channel->setTargetAttribute(channelAttribs[i]);
        animation->add(channel);
    }

    // Evaulate animation curve in increments of frameRate and populate channel data.
    FbxAMatrix fbxMatrix;
    Matrix matrix;
    double increment = 1000.0 / (double)frameRate;
    int frameCount = (int)ceil((double)(stopTime - startTime) / increment) + 1; // +1 because stop time is inclusive

    // If the animation for this node only has only 1 key frame and it is equal to the node's transform then ignore it.
    // This is a work around for a bug in the Blender FBX exporter.
    if (frameCount == 1 && fbxMatrix == fbxNode->EvaluateLocalTransform(0))
    {
        return;
    }

    for (int frame = 0; frame < frameCount; ++frame)
    {
        double time = startTime + (frame * (double)increment);

        // Note: We used to clamp time to stop time, but FBX sdk does not always produce
        // and accurate stopTime (sometimes it is rounded down for some reason), so I'm
        // disabling this clamping for now as it seems more accurate under normal circumstances.
        //time = std::min(time, (double)stopTime);

        // Evalulate the animation at this time
        FbxTime kTime;
        kTime.SetMilliSeconds((FbxLongLong)time);
        fbxMatrix = fbxNode->EvaluateLocalTransform(kTime);
        copyMatrix(fbxMatrix, matrix);

        // Decompose the evalulated transformation matrix into separate
        // scale, rotation and translation.
        Vector3 scale;
        Quaternion rotation;
        Vector3 translation;
        matrix.decompose(&scale, &rotation, &translation);
        rotation.normalize();

        // Append keyframe data to all channels
        for (unsigned int i = channelStart, channelEnd = channelStart + channelCount; i < channelEnd; ++i)
        {
            appendKeyFrame(fbxNode, animation->getAnimationChannel(i), (float)time, scale, rotation, translation);
        }
    }

    if (_groupAnimation != animation)
    {
        _gamePlayFile.addAnimation(animation);
    }
}
예제 #7
0
void GPBFile::decomposeTransformAnimationChannel(Animation* animation, const AnimationChannel* channel)
{
    const std::vector<float>& keyTimes = channel->getKeyTimes();
    const std::vector<float>& keyValues = channel->getKeyValues();
    const size_t keyTimesSize = keyTimes.size();
    const size_t keyValuesSize = keyValues.size();

    std::vector<float> scaleKeyValues;
    std::vector<float> rotateKeyValues;
    std::vector<float> translateKeyValues;
                    
    scaleKeyValues.reserve(keyTimesSize * 3);
    rotateKeyValues.reserve(keyTimesSize * 4);
    translateKeyValues.reserve(keyTimesSize * 3);

    for (size_t kv = 0; kv < keyValuesSize; kv += 10)
    {
        scaleKeyValues.push_back(keyValues[kv]);
        scaleKeyValues.push_back(keyValues[kv+1]);
        scaleKeyValues.push_back(keyValues[kv+2]);

        rotateKeyValues.push_back(keyValues[kv+3]);
        rotateKeyValues.push_back(keyValues[kv+4]);
        rotateKeyValues.push_back(keyValues[kv+5]);
        rotateKeyValues.push_back(keyValues[kv+6]);

        translateKeyValues.push_back(keyValues[kv+7]);
        translateKeyValues.push_back(keyValues[kv+8]);
        translateKeyValues.push_back(keyValues[kv+9]);
    }

    // replace transform animation channel with translate, rotate and scale animation channels

    // Don't add the scale channel if all the key values are close to 1.0
    size_t oneCount = (size_t)std::count_if(scaleKeyValues.begin(), scaleKeyValues.end(), isAlmostOne);
    if (scaleKeyValues.size() != oneCount)
    {
        AnimationChannel* scaleChannel = new AnimationChannel();
        scaleChannel->setTargetId(channel->getTargetId());
        scaleChannel->setKeyTimes(channel->getKeyTimes());
        scaleChannel->setTangentsIn(channel->getTangentsIn());
        scaleChannel->setTangentsOut(channel->getTangentsOut());
        scaleChannel->setInterpolations(channel->getInterpolationTypes());
        scaleChannel->setTargetAttribute(Transform::ANIMATE_SCALE);
        scaleChannel->setKeyValues(scaleKeyValues);
        scaleChannel->removeDuplicates();
        animation->add(scaleChannel);
    }

    AnimationChannel* rotateChannel = new AnimationChannel();
    rotateChannel->setTargetId(channel->getTargetId());
    rotateChannel->setKeyTimes(channel->getKeyTimes());
    rotateChannel->setTangentsIn(channel->getTangentsIn());
    rotateChannel->setTangentsOut(channel->getTangentsOut());
    rotateChannel->setInterpolations(channel->getInterpolationTypes());
    rotateChannel->setTargetAttribute(Transform::ANIMATE_ROTATE);
    rotateChannel->setKeyValues(rotateKeyValues);
    rotateChannel->removeDuplicates();
    animation->add(rotateChannel);

    AnimationChannel* translateChannel = new AnimationChannel();
    translateChannel->setTargetId(channel->getTargetId());
    translateChannel->setKeyTimes(channel->getKeyTimes());
    translateChannel->setTangentsIn(channel->getTangentsIn());
    translateChannel->setTangentsOut(channel->getTangentsOut());
    translateChannel->setInterpolations(channel->getInterpolationTypes());
    translateChannel->setTargetAttribute(Transform::ANIMATE_TRANSLATE);
    translateChannel->setKeyValues(translateKeyValues);
    translateChannel->removeDuplicates();
    animation->add(translateChannel);
}