예제 #1
0
		void FbxLoader::LoadAnimationClipData()
		{
			// load animation data
			const int animCount = scene->GetSrcObjectCount<FbxAnimStack>();

			for(int ac = 0; ac < animCount; ++ac) {
				FbxAnimStack* currAnimStack = scene->GetSrcObject<FbxAnimStack>(ac);
				if(!currAnimStack) return;

				FbxString animStackName = currAnimStack->GetName();
				FbxTakeInfo* takeInfo = scene->GetTakeInfo(animStackName);

				if(!takeInfo) return;
				FbxTime start = takeInfo->mLocalTimeSpan.GetStart();
				FbxTime stop = takeInfo->mLocalTimeSpan.GetStop();
				FbxTime::EMode mode = FbxTime::eDefaultMode;
				int startFrame = (int)start.GetFrameCount(mode);
				int stopFrame = (int)stop.GetFrameCount(mode);
				int animLength = stopFrame - startFrame + 1;

				shared_ptr<AnimClip> clip = make_shared<AnimClip>();
				clip->name = animStackName;
				animationClips[clip->name] = clip;
			}
		}
예제 #2
0
std::string OsgFbxReader::readFbxAnimation(FbxNode* pNode, const char* targetName)
{
    std::string result;
    for (int i = 0; i < fbxScene.GetSrcObjectCount<FbxAnimStack>(); ++i)
    {
        FbxAnimStack* pAnimStack = FbxCast<FbxAnimStack>(fbxScene.GetSrcObject<FbxAnimStack>(i));

        int nbAnimLayers = pAnimStack->GetMemberCount<FbxAnimLayer>();

        const char* pTakeName = pAnimStack->GetName();

        if (!pTakeName || !*pTakeName)
            continue;

        for (int j = 0; j < nbAnimLayers; j++)
        {
            FbxAnimLayer* pAnimLayer = pAnimStack->GetMember<FbxAnimLayer>(j);
            osgAnimation::Animation* pAnimation = ::readFbxAnimation(pNode, pAnimLayer, pTakeName, targetName, pAnimationManager);
            if (pAnimation)
            {
                result = targetName;
            }
        }
    }
    return result;
}
예제 #3
0
bool Animation::save(QString file)
{
    // ex:
    // create a SdkManager
    FbxManager* lSdkManager = FbxManager::Create();
    // create an IOSettings object
    FbxIOSettings* ios = FbxIOSettings::Create(lSdkManager, IOSROOT);
    // set some IOSettings options
    ios->SetBoolProp(EXP_FBX_MATERIAL, true);
    ios->SetBoolProp(EXP_FBX_TEXTURE,  true);
    ios->SetBoolProp(EXP_FBX_SHAPE, true);
    ios->SetBoolProp(EXP_FBX_GOBO,            true);
    ios->SetBoolProp(EXP_FBX_ANIMATION,       true);
    ios->SetBoolProp(EXP_FBX_GLOBAL_SETTINGS, true);
    // create an empty scene
    FbxScene* pScene = FbxScene::Create(lSdkManager, m_name.toStdString().c_str());

    QMap<int,FbxNode*> nodes;

    FbxNode* lRootNode = pScene->GetRootNode();


    // Create the Animation Stack
    FbxAnimStack* lAnimStack = FbxAnimStack::Create(pScene, "Show all faces");
    // The animation nodes can only exist on AnimLayers therefore it is mandatory to
    // add at least one AnimLayer to the AnimStack. And for the purpose of this example,
    // one layer is all we need.
    FbxAnimLayer* lAnimLayer = FbxAnimLayer::Create(pScene, "Base animation Layer");
    lAnimStack->AddMember(lAnimLayer);

    int time = 0;

    foreach (const Frame &frame, m_frames)
    {
        time += frame.elapsedTime();

        foreach (const Marker &marker, frame.markers())
        {
            int id = marker.id();

            if(! nodes.contains(id))
            {
                FbxNode *newMarker = WccToFbxExporter::createSphere(pScene, (QString("marker_")+QString::number(id)).toStdString().c_str() , 1.0f);
                nodes[id] = newMarker;
                lRootNode->AddChild(newMarker);
            }

            WccToFbxExporter::addPositionKeyToNode(nodes[id], lAnimLayer, time, marker.position()*m_roomDimensions);
        }
    }
예제 #4
0
void Tools::DisplayAnimation::DisplayAnimation(FbxScene* i_scene)
{
	DisplayCommon::DisplayString( "\n\n--------------------\nAnimation\n--------------------" );

	int i;
	for ( i = 0; i < i_scene->GetSrcObjectCount<FbxAnimStack>(); i++ )
	{
		FbxAnimStack *animStack = i_scene->GetSrcObject<FbxAnimStack>( i );

		FbxString string = "Animation Stack Name: ";
		string += animStack->GetName();
		string += "\n";
		FBXSDK_printf( string );
		DisplayCommon::DisplayString( string );

		DisplayAnimation( animStack, i_scene->GetRootNode(), true );
		DisplayAnimation( animStack, i_scene->GetRootNode() );
	}
}
예제 #5
0
void fbxLoader2::readAnimationTakeData(FbxNode* node)
{
	FbxAnimStack* pAnimStack = FbxCast<FbxAnimStack>(scene->GetSrcObject(FBX_TYPE(FbxAnimStack)));
	FbxAnimLayer* pAnimLayer = pAnimStack->GetMember(FBX_TYPE(FbxAnimLayer));

	FbxAnimCurve* animCv = node->LclTranslation.GetCurve(pAnimLayer, FBXSDK_CURVENODE_COMPONENT_X);

	FbxTimeSpan length = FbxTimeSpan();

	int p = animCv->KeyGetCount();

	const char* nameAnim = animCv->GetName();
	const size_t len = strlen(nameAnim);
	char * new_name = new char[len + 1];
	strncpy(new_name, nameAnim, len);

	animCv->GetTimeInterval(length);

	FbxTime duration = length.GetDuration();
	FbxTime::EMode mode = duration.GetGlobalTimeMode();
	double frameRate = duration.GetFrameRate(mode);

	double startt = length.GetStart().GetMilliSeconds();
	double endt = length.GetStop().GetMilliSeconds();

	int frames = animCv->KeyGetCount();

	animationStructure = new AnimationData(new_name, startt, endt, (int)frameRate, frames);

	for (int i = 0; i< frames; i++)
	{
		SkeletalData *sk = new SkeletalData();
		for(int j = 0; j<skeleton->GetBonesCount(); j++)
		{
			BoneData *bonecopy = new BoneData();
			bonecopy->SetID(skeleton->GetBone(j)->GetID());
			bonecopy->SetName(skeleton->GetBone(j)->GetName());
			bonecopy->SetParent(skeleton->GetBone(j)->GetParent());
			sk->SetBones(bonecopy);
		}
		animationStructure->SetSkeleton(sk, i);
	}
}
예제 #6
0
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;
}
예제 #7
0
int32 UnFbx::FFbxImporter::GetMaxSampleRate(TArray<FbxNode*>& SortedLinks, TArray<FbxNode*>& NodeArray)
{
	int32 MaxStackResampleRate = 0;

	int32 AnimStackCount = Scene->GetSrcObjectCount<FbxAnimStack>();
	for( int32 AnimStackIndex = 0; AnimStackIndex < AnimStackCount; AnimStackIndex++)
	{
		FbxAnimStack* CurAnimStack = Scene->GetSrcObject<FbxAnimStack>(AnimStackIndex);

		FbxTimeSpan AnimStackTimeSpan = GetAnimationTimeSpan(SortedLinks[0], CurAnimStack);

		double AnimStackStart = AnimStackTimeSpan.GetStart().GetSecondDouble();
		double AnimStackStop = AnimStackTimeSpan.GetStop().GetSecondDouble();

		FbxAnimLayer* AnimLayer = (FbxAnimLayer*)CurAnimStack->GetMember(0);

		for(int32 LinkIndex = 0; LinkIndex < SortedLinks.Num(); ++LinkIndex)
		{
			FbxNode* CurrentLink = SortedLinks[LinkIndex];

			FbxAnimCurve* Curves[6];

			Curves[0] = CurrentLink->LclTranslation.GetCurve(AnimLayer, FBXSDK_CURVENODE_COMPONENT_X, false);
			Curves[1] = CurrentLink->LclTranslation.GetCurve(AnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, false);
			Curves[2] = CurrentLink->LclTranslation.GetCurve(AnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, false);
			Curves[3] = CurrentLink->LclRotation.GetCurve(AnimLayer, FBXSDK_CURVENODE_COMPONENT_X, false);
			Curves[4] = CurrentLink->LclRotation.GetCurve(AnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, false);
			Curves[5] = CurrentLink->LclRotation.GetCurve(AnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, false);

			for(int32 CurveIndex = 0; CurveIndex < 6; ++CurveIndex)
			{
				FbxAnimCurve* CurrentCurve = Curves[CurveIndex];
				if(CurrentCurve)
				{
					int32 KeyCount = CurrentCurve->KeyGetCount();

					FbxTimeSpan TimeInterval(FBXSDK_TIME_INFINITE,FBXSDK_TIME_MINUS_INFINITE);
					bool bValidTimeInterval = CurrentCurve->GetTimeInterval(TimeInterval);

 					if(KeyCount > 1 && bValidTimeInterval)
					{
						double KeyAnimLength = TimeInterval.GetDuration().GetSecondDouble();
						double KeyAnimStart = TimeInterval.GetStart().GetSecondDouble();
						double KeyAnimStop = TimeInterval.GetStop().GetSecondDouble();

						if(KeyAnimLength != 0.0)
						{
							// 30 fps animation has 31 keys because it includes index 0 key for 0.0 second
							int32 NewRate = FPlatformMath::RoundToInt((KeyCount-1) / KeyAnimLength);
							MaxStackResampleRate = FMath::Max(NewRate, MaxStackResampleRate);
						}
					}
				}
			}
		}
	}

	// Make sure we're not hitting 0 for samplerate
	if ( MaxStackResampleRate != 0 )
	{
		return MaxStackResampleRate;
	}

	return DEFAULT_SAMPLERATE;
}
예제 #8
0
/**
* Add to the animation set, the animations contained within the FBX document, for the given skeleton
*/
UAnimSequence * UnFbx::FFbxImporter::ImportAnimations(USkeleton* Skeleton, UObject* Outer, TArray<FbxNode*>& SortedLinks, const FString& Name, UFbxAnimSequenceImportData* TemplateImportData, TArray<FbxNode*>& NodeArray)
{
	// we need skeleton to create animsequence
	if (Skeleton == NULL)
	{
		return NULL;
	}

	int32 ValidTakeCount = 0;
	if (IsValidAnimationData(SortedLinks, NodeArray, ValidTakeCount) == false)
	{
		AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Warning, LOCTEXT("FBXImport_InvalidAnimationData", "This does not contain any valid animation takes.")), FFbxErrors::Animation_InvalidData);
		return NULL;
	}

	UAnimSequence* LastCreatedAnim = NULL;

	int32 ResampleRate = DEFAULT_SAMPLERATE;
	if ( ImportOptions->bResample )
	{
		// For FBX data, "Frame Rate" is just the speed at which the animation is played back.  It can change
		// arbitrarily, and the underlying data can stay the same.  What we really want here is the Sampling Rate,
		// ie: the number of animation keys per second.  These are the individual animation curve keys
		// on the FBX nodes of the skeleton.  So we loop through the nodes of the skeleton and find the maximum number 
		// of keys that any node has, then divide this by the total length (in seconds) of the animation to find the 
		// sampling rate of this set of data 

		// we want the maximum resample rate, so that we don't lose any precision of fast anims,
		// and don't mind creating lerped frames for slow anims
		int32 MaxStackResampleRate = GetMaxSampleRate(SortedLinks, NodeArray);

		if(MaxStackResampleRate != 0)
		{
			ResampleRate = MaxStackResampleRate;
		}

	}

	int32 AnimStackCount = Scene->GetSrcObjectCount<FbxAnimStack>();
	for( int32 AnimStackIndex = 0; AnimStackIndex < AnimStackCount; AnimStackIndex++ )
	{
		FbxAnimStack* CurAnimStack = Scene->GetSrcObject<FbxAnimStack>(AnimStackIndex);

		FbxTimeSpan AnimTimeSpan = GetAnimationTimeSpan(SortedLinks[0], CurAnimStack);
		bool bValidAnimStack = ValidateAnimStack(SortedLinks, NodeArray, CurAnimStack, ResampleRate, ImportOptions->bImportMorph, AnimTimeSpan);
		// no animation
		if (!bValidAnimStack)
		{
			continue;
		}
		
		FString SequenceName = Name;

		if (ValidTakeCount > 1)
		{
			SequenceName += "_";
			SequenceName += UTF8_TO_TCHAR(CurAnimStack->GetName());
		}

		// See if this sequence already exists.
		SequenceName = ObjectTools::SanitizeObjectName(SequenceName);

		FString 	ParentPath = FString::Printf(TEXT("%s/%s"), *FPackageName::GetLongPackagePath(*Outer->GetName()), *SequenceName);
		UObject* 	ParentPackage = CreatePackage(NULL, *ParentPath);
		UObject* Object = LoadObject<UObject>(ParentPackage, *SequenceName, NULL, LOAD_None, NULL);
		UAnimSequence * DestSeq = Cast<UAnimSequence>(Object);
		// if object with same name exists, warn user
		if (Object && !DestSeq)
		{
			AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, LOCTEXT("Error_AssetExist", "Asset with same name exists. Can't overwrite another asset")), FFbxErrors::Generic_SameNameAssetExists);
			continue; // Move on to next sequence...
		}

		// If not, create new one now.
		if(!DestSeq)
		{
			DestSeq = NewObject<UAnimSequence>(ParentPackage, *SequenceName, RF_Public | RF_Standalone);
	
			// Notify the asset registry
			FAssetRegistryModule::AssetCreated(DestSeq);
		}
		else
		{
			DestSeq->RecycleAnimSequence();
		}

		DestSeq->SetSkeleton(Skeleton);

		// since to know full path, reimport will need to do same
		UFbxAnimSequenceImportData* ImportData = UFbxAnimSequenceImportData::GetImportDataForAnimSequence(DestSeq, TemplateImportData);
		ImportData->Update(UFactory::CurrentFilename);

		ImportAnimation(Skeleton, DestSeq, Name, SortedLinks, NodeArray, CurAnimStack, ResampleRate, AnimTimeSpan);

		LastCreatedAnim = DestSeq;
	}

	return LastCreatedAnim;
}
예제 #9
0
bool UnFbx::FFbxImporter::IsValidAnimationData(TArray<FbxNode*>& SortedLinks, TArray<FbxNode*>& NodeArray, int32& ValidTakeCount)
{
	// If there are no valid links, then we cannot import the anim set
	if(SortedLinks.Num() == 0)
	{
		return false;
	}

	ValidTakeCount = 0;

	int32 AnimStackCount = Scene->GetSrcObjectCount<FbxAnimStack>();

	int32 AnimStackIndex;
	for (AnimStackIndex = 0; AnimStackIndex < AnimStackCount; AnimStackIndex++ )
	{
		FbxAnimStack* CurAnimStack = Scene->GetSrcObject<FbxAnimStack>(AnimStackIndex);
		// set current anim stack
		Scene->SetCurrentAnimationStack(CurAnimStack);

		// debug purpose
		for (int32 BoneIndex = 0; BoneIndex < SortedLinks.Num(); BoneIndex++)
		{
			FString BoneName = UTF8_TO_TCHAR(MakeName(SortedLinks[BoneIndex]->GetName()));
			UE_LOG(LogFbx, Log, TEXT("SortedLinks :(%d) %s"), BoneIndex, *BoneName );
		}

		FbxTimeSpan AnimTimeSpan = GetAnimationTimeSpan(SortedLinks[0], CurAnimStack);
		if (AnimTimeSpan.GetDuration() <= 0)
		{
			AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Warning, FText::Format(LOCTEXT("FBXImport_ZeroLength", "Animation Stack {0} does not contain any valid key. Try different time options when import."), FText::FromString(UTF8_TO_TCHAR(CurAnimStack->GetName())))), FFbxErrors::Animation_ZeroLength);
			continue;
		}

		ValidTakeCount++;
		{
			bool bBlendCurveFound = false;

			for ( int32 NodeIndex = 0; !bBlendCurveFound && 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);

						int32 BlendShapeChannelCount = BlendShape->GetBlendShapeChannelCount();
						for(int32 ChannelIndex = 0; ChannelIndex<BlendShapeChannelCount; ++ChannelIndex)
						{
							FbxBlendShapeChannel* Channel = BlendShape->GetBlendShapeChannel(ChannelIndex);

							if(Channel)
							{
								// Get the percentage of influence of the shape.
								FbxAnimCurve* Curve = Geometry->GetShapeChannel(BlendShapeIndex, ChannelIndex, (FbxAnimLayer*)CurAnimStack->GetMember(0));
								if (Curve && Curve->KeyGetCount() > 0)
								{
									bBlendCurveFound = true;
									break;
								}
							}
						}
					}
				}
			}
		}
	}		

	return ( ValidTakeCount != 0 );
}
예제 #10
0
void fbxLoader2::processMesh(FbxNode* node)
{
	FbxMesh* mesh = node->GetMesh();

	this->readAnimationWeigths(mesh);

	if(mesh!=NULL && mesh->IsTriangleMesh())
	{
		for (int i = 0; i<mesh->GetControlPointsCount(); i++)
		{
			readVertex(mesh, i, &vertex[i]);
			vertexArray[i].position = D3DXVECTOR3(vertex[i]);
		}

		int a = mesh->GetPolygonVertexCount();

		for (int i = 0; i<mesh->GetPolygonVertexCount(); i++)
		{
			readUV(mesh, i, 0, &uv[i]);
			readNormal(mesh, i, &normal[i]);
			indices[i].indice = mesh->GetPolygonVertices()[i];
			indices[i].normal1 = normal[i];
			indices[i].uv1 = uv[i];
			indicesMeshCount++;
		}
	}

	//vertexLists.push_back(vertexArray);
	indiceLists.push_back(indices);

	FbxAnimStack* pAnimStack = FbxCast<FbxAnimStack>(scene->GetSrcObject(FBX_TYPE(FbxAnimStack)));
	int numAnimLayers = pAnimStack->GetMemberCount(FBX_TYPE(FbxAnimLayer));

	this->setBindPoseCluster(node);

	for (int i = 0; i < numAnimLayers; i++)
	{
		FbxAnimLayer* pAnimLayer = pAnimStack->GetMember(FBX_TYPE(FbxAnimLayer), i);
		FbxAnimCurve* animCv = this->findSkeletonRootBone(scene->GetRootNode())->GetChild(0)->LclTranslation.GetCurve(pAnimLayer, FBXSDK_CURVENODE_COMPONENT_X);

		if (animCv)
		{
			FbxTimeSpan animationLength;
			int p = animCv->KeyGetCount();
			animCv->GetTimeInterval(animationLength);

			for(int j = 0; j<animationStructure->GetFramesNumber();j++)
			{
				FbxTime timeKey = animCv->KeyGet(j).mTime;
				//FbxTime interval = (duration/p)*j + animationLength.GetStart();

				//int intervalVal = (duration.GetSecondCount()/p)*j + animationLength.GetStart().GetSecondCount();
				const FbxTime pTime = animCv->KeyGet(j).mTime;


				FbxAMatrix pGlobalPos = GetGlobalPosition(node, pTime, scene->GetPose(j));

				ComputeSkinDeformation(pGlobalPos, mesh, timeKey, scene->GetPose(j), j);
			}
		}
	}

	for(int i = 0; i<node->GetChildCount(); i++)
	{
		processMesh(node->GetChild(i));
	}
}
예제 #11
0
void FbxToHkxConverter::extractKeyFramesAndAnnotations(hkxScene *scene, FbxNode* fbxChildNode, hkxNode* newChildNode, int animStackIndex)
{
	FbxAMatrix bindPoseMatrix;
	FbxAnimStack* lAnimStack = NULL;
	int numAnimLayers = 0;
	FbxTimeSpan animTimeSpan;
	
	if (animStackIndex >= 0)
	{
		lAnimStack = m_curFbxScene->GetSrcObject<FbxAnimStack>(animStackIndex);
		numAnimLayers = lAnimStack->GetMemberCount<FbxAnimLayer>();
		animTimeSpan = lAnimStack->GetLocalTimeSpan();
	}

	// Find the time offset (in the "time space" of the FBX file) of the first animation frame
	FbxTime timePerFrame; timePerFrame.SetTime(0, 0, 0, 1, 0, m_curFbxScene->GetGlobalSettings().GetTimeMode());
	const FbxTime startTime = animTimeSpan.GetStart();
	const FbxTime endTime = animTimeSpan.GetStop();

	const hkReal startTimeSeconds = static_cast<hkReal>(startTime.GetSecondDouble());
	const hkReal endTimeSeconds = static_cast<hkReal>(endTime.GetSecondDouble());

	int numFrames = 0;
	bool staticNode = true;

	if (scene->m_sceneLength == 0)
	{
		bindPoseMatrix = fbxChildNode->EvaluateLocalTransform(startTime);
	}
	else
	{
		hkArray<hkStringOld> annotationStrings;
		hkArray<hkReal> annotationTimes;

		HK_ASSERT(0x0, newChildNode->m_keyFrames.getSize() == 0);

		// Sample each animation frame
		for (FbxTime time = startTime, priorSampleTime = endTime;
			 time < endTime;
			 priorSampleTime = time, time += timePerFrame, ++numFrames)
		{
			FbxAMatrix frameMatrix = fbxChildNode->EvaluateLocalTransform(time);
			staticNode = staticNode && (frameMatrix == bindPoseMatrix);

			hkMatrix4 mat;

			// Extract this frame's transform
			convertFbxXMatrixToMatrix4(frameMatrix, mat);
			newChildNode->m_keyFrames.pushBack(mat);

			// Extract all annotation strings for this frame using the deprecated
			// pipeline (new annotations are extracted when sampling attributes)
			if (m_options.m_exportAnnotations && numAnimLayers > 0)
			{
				FbxProperty prop = fbxChildNode->GetFirstProperty();
				while(prop.IsValid())
				{
					FbxString propName  = prop.GetName();
					FbxDataType lDataType = prop.GetPropertyDataType();
					hkStringOld name(propName.Buffer(), (int) propName.GetLen());
					if (name.asUpperCase().beginsWith("HK") && lDataType.GetType() == eFbxEnum)
					{
						FbxAnimLayer* lAnimLayer = lAnimStack->GetMember<FbxAnimLayer>(0);
						FbxAnimCurve* lAnimCurve = prop.GetCurve(lAnimLayer);

						int currentKeyIndex;
						const int keyIndex = (int) lAnimCurve->KeyFind(time, &currentKeyIndex);
						const int priorKeyIndex = (int) lAnimCurve->KeyFind(priorSampleTime);

						// Only store annotations on frames where they're explicitly keyframed, or if this is the first keyframe 
						if (priorKeyIndex != keyIndex)
						{
							const int currentEnumValueIndex = keyIndex < 0 ? (int) lAnimCurve->Evaluate(priorSampleTime) : (int) lAnimCurve->Evaluate(time);
							HK_ASSERT(0x0, currentEnumValueIndex < prop.GetEnumCount());
							const char* enumValue = prop.GetEnumValue(currentEnumValueIndex);
							hkxNode::AnnotationData& annotation = newChildNode->m_annotations.expandOne();
							annotation.m_time = (hkReal) (time - startTime).GetSecondDouble();
							annotation.m_description = (name + hkStringOld(enumValue, hkString::strLen(enumValue))).cString();
						}
					}
					prop = fbxChildNode->GetNextProperty(prop);
				}
			}
		}
	}

	// Replace animation key data for static nodes with just 1 or 2 frames of bind pose data
	if (staticNode)
	{
		// Static nodes in animated scene data are exported with two keys
		const bool exportTwoFramesForStaticNodes = (numFrames > 1);

		// replace transform
		newChildNode->m_keyFrames.setSize(exportTwoFramesForStaticNodes ? 2: 1);
		newChildNode->m_keyFrames.optimizeCapacity(0, true);

		// convert the bind pose transform to Havok format
		convertFbxXMatrixToMatrix4(bindPoseMatrix, newChildNode->m_keyFrames[0]);

		if (exportTwoFramesForStaticNodes)
		{
			newChildNode->m_keyFrames[1] = newChildNode->m_keyFrames[0];
		}
	}

	// Extract all times of actual keyframes for the current node... this can be used by Vision
	if ( m_options.m_storeKeyframeSamplePoints &&
		 newChildNode->m_keyFrames.getSize() > 2 &&
		 numAnimLayers > 0 )
	{
		FbxAnimLayer* lAnimLayer = lAnimStack->GetMember<FbxAnimLayer>(0);

		extractKeyTimes(fbxChildNode, lAnimLayer, FBXSDK_CURVENODE_TRANSLATION, newChildNode, startTimeSeconds, endTimeSeconds);
		extractKeyTimes(fbxChildNode, lAnimLayer, FBXSDK_CURVENODE_ROTATION, newChildNode, startTimeSeconds, endTimeSeconds);
		extractKeyTimes(fbxChildNode, lAnimLayer, FBXSDK_CURVENODE_SCALING, newChildNode, startTimeSeconds, endTimeSeconds);
		extractKeyTimes(fbxChildNode, lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, newChildNode, startTimeSeconds, endTimeSeconds);
		extractKeyTimes(fbxChildNode, lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, newChildNode, startTimeSeconds, endTimeSeconds);
		extractKeyTimes(fbxChildNode, lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, newChildNode, startTimeSeconds, endTimeSeconds);

		if (newChildNode->m_linearKeyFrameHints.getSize() > 1)
		{
			hkSort(newChildNode->m_linearKeyFrameHints.begin(), newChildNode->m_linearKeyFrameHints.getSize());
		}
	}
}
예제 #12
0
// This method is templated on the implementation of hctMayaSceneExporter/hctMaxSceneExporter::createScene()
bool FbxToHkxConverter::createSceneStack(int animStackIndex)
{
	hkxScene *scene = new hkxScene;

	scene->m_modeller.set(m_modeller.cString());
	scene->m_asset = m_curFbxScene->GetSceneInfo()->Original_FileName.Get();

	if (m_rootNode) 
	{
		// create root node
		hkxNode* rootNode = new hkxNode;
		bool rigPass = (animStackIndex == -1);
		int currentAnimStackIndex = -1;

		FbxAnimStack* lAnimStack = NULL;
		
		if (rigPass && m_numAnimStacks > 0)
		{
			currentAnimStackIndex = 0;
		}
		else if (animStackIndex >= 0)
		{
			currentAnimStackIndex = animStackIndex;
		}
		
		if (currentAnimStackIndex != -1)
		{
			lAnimStack = m_curFbxScene->GetSrcObject<FbxAnimStack>(currentAnimStackIndex);
			m_curFbxScene->GetEvaluator()->SetContext(lAnimStack);
		}

		if (rigPass)
		{
			rootNode->m_name = "ROOT_NODE";
			scene->m_sceneLength = 0.f;
			scene->m_numFrames = 1;
			printf("Converting nodes for root...\n");
		}
		else
		{
			rootNode->m_name = lAnimStack->GetName();

			const FbxTimeSpan animTimeSpan = lAnimStack->GetLocalTimeSpan();
			scene->m_sceneLength = static_cast<hkReal>( animTimeSpan.GetDuration().GetSecondDouble() );
			scene->m_numFrames = static_cast<hkUint32>( animTimeSpan.GetDuration().GetFrameCount(m_curFbxScene->GetGlobalSettings().GetTimeMode()) );
			
			printf("Converting nodes for [%s]...\n", rootNode->m_name.cString());
		}

		scene->m_rootNode = rootNode;
		rootNode->removeReference();

		// Setup (identity) keyframes(s) for the 'static' root node
		rootNode->m_keyFrames.setSize( scene->m_numFrames > 1 ? 2 : 1, hkMatrix4::getIdentity() );

		addNodesRecursive(scene, m_rootNode, scene->m_rootNode, currentAnimStackIndex);
	}

	m_scenes.pushBack(scene);

	return true;
}
예제 #13
0
//===============================================================================================================================
void FBXLoader::LoadJointsAndAnimation(FbxNode* inNode)
{
	// This is how each subset gets its bone/joint for animation
	FBXSubsets* subset = mSubsets[iCurrentSubset];
	
	FbxMesh* mesh = inNode->GetMesh();
	
	uint32 numOfDeformers = mesh->GetDeformerCount();
	
	FbxAMatrix geomTrans = ZShadeSandboxMesh::FBXHelper::GetGeometryTransformation(inNode);
	
	// A deformer contains clusters.
	// A cluster contains a link, which is a joint.
	// Normally, There is only one deformer in a mesh but Maya has many types.
	for (uint32 deformerIndex = 0; deformerIndex < numOfDeformers; ++deformerIndex)
	{
		// Lets see if this deformer is a skin
		FbxSkin* skin = reinterpret_cast<FbxSkin*>(mesh->GetDeformer(deformerIndex, FbxDeformer::eSkin));
		
		if (!skin) continue;
		
		uint32 numOfClusters = skin->GetClusterCount();
		
		for (uint32 clusterIndex = 0; clusterIndex < numOfClusters; ++clusterIndex)
		{
			FbxCluster* cluster = skin->GetCluster(clusterIndex);
			
			string jointName = cluster->GetLink()->GetName();
			uint32 jointIndex = FindJointIndexUsingName(jointName);
			
			subset->mJoints.push_back(jointIndex);
			
			FbxAMatrix transform;
			FbxAMatrix transformLink;
			FbxAMatrix globalBindposeInverse;
			
			// The transformation of the mesh at binding time
			cluster->GetTransformMatrix(transform);
			
			// The transformation of the cluster (joint) at binding time from joint space to world space
			cluster->GetTransformLinkMatrix(transformLink);
			
			globalBindposeInverse = transformLink.Inverse() * transform * geomTrans;
			
			
			// Update skeletal information
			mSkeleton.joints[jointIndex].globalBindposeInverse = globalBindposeInverse;
			mSkeleton.joints[jointIndex].node = cluster->GetLink();
			
			// Associate each joint with the control points it affects
			uint32 numOfIndices = cluster->GetControlPointIndicesCount();
			
			for (uint32 i = 0; i < numOfIndices; ++i)
			{
				ZShadeSandboxMesh::BlendingIndexWeightPair currBlendingIndexWeightPair;
				currBlendingIndexWeightPair.blendingIndex = jointIndex;
				currBlendingIndexWeightPair.blendingWeight = cluster->GetControlPointWeights()[i];
				mControlPoints[cluster->GetControlPointIndices()[i]]->blendingInfo.push_back(currBlendingIndexWeightPair);
			}
			
			// Animation information
			FbxAnimStack* animStack = m_pFbxScene->GetSrcObject<FbxAnimStack>(0);
			FbxString animStackName = animStack->GetName();
			mAnimationName = animStackName.Buffer();
			FbxTakeInfo* takeInfo = m_pFbxScene->GetTakeInfo(animStackName);
			FbxTime start = takeInfo->mLocalTimeSpan.GetStart();
			FbxTime end = takeInfo->mLocalTimeSpan.GetStop();
			mAnimationLength = end.GetFrameCount(FbxTime::eFrames24) - start.GetFrameCount(FbxTime::eFrames24) + 1;
			FBXKeyframe** anim = &mSkeleton.joints[jointIndex].animation;
			
			for (FbxLongLong i = start.GetFrameCount(FbxTime::eFrames24); i <= end.GetFrameCount(FbxTime::eFrames24); ++i)
			{
				FbxTime time;
				time.SetFrame(i, FbxTime::eFrames24);
				*anim = new FBXKeyframe();
				(*anim)->frameNum = i;
				FbxAMatrix currentTransformOffset = inNode->EvaluateGlobalTransform(time) * geomTrans;
				(*anim)->globalTransform = currentTransformOffset.Inverse() * cluster->GetLink()->EvaluateGlobalTransform(time);
				anim = &((*anim)->next);
			}
		}
	}
	
	// Some control points have less than 4 joints
	// For a normal renderer, there are usually 4 joints
	ZShadeSandboxMesh::BlendingIndexWeightPair currBlendingIndexWeightPair;
	currBlendingIndexWeightPair.blendingIndex = 0;
	currBlendingIndexWeightPair.blendingWeight = 0;
	for (auto itr = mControlPoints.begin(); itr != mControlPoints.end(); ++itr)
	{
		for (unsigned int i = itr->second->blendingInfo.size(); i <= 4; ++i)
		{
			itr->second->blendingInfo.push_back(currBlendingIndexWeightPair);
		}
	}
}
예제 #14
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;
	}

}
예제 #15
0
    //-----------------------------------------------------------------------------------
    static void ImportMotions(SceneImport* import, FbxScene* scene, Matrix4x4& matrixStackTop, std::map<int, FbxNode*>& map, float framerate)
    {
        int animationCount = scene->GetSrcObjectCount<FbxAnimStack>();
        if (animationCount == 0)
        {
            return;
        }
        if (import->skeletons.size() == 0)
        {
            return;
        }

        //Timing information for animation in this scene. How fast is the framerate in this file?
        FbxGlobalSettings& settings = scene->GetGlobalSettings();
        FbxTime::EMode timeMode = settings.GetTimeMode();
        double sceneFramerate;
        if (timeMode == FbxTime::eCustom)
        {
            sceneFramerate = settings.GetCustomFrameRate();
        }
        else
        {
            sceneFramerate = FbxTime::GetFrameRate(timeMode);
        }

        //Only supporting one skeleton for now, update when needed.
        uint32_t skeletonCount = import->skeletons.size();
        Skeleton* skeleton= import->skeletons.at(0);
        ASSERT_OR_DIE(skeletonCount == 1, "Had multiple skeletons, we only support 1!");

        //Time between frames
        FbxTime advance;
        advance.SetSecondDouble((double)(1.0f / framerate));

        for (int animIndex = 0; animIndex < animationCount; ++animIndex)
        {
            //Import Motions
            FbxAnimStack* anim = scene->GetSrcObject<FbxAnimStack>();
            if (nullptr == anim)
            {
                continue;
            }

            FbxTime startTime = anim->LocalStart;
            FbxTime endTime = anim->LocalStop;
            FbxTime duration = endTime - startTime;

            scene->SetCurrentAnimationStack(anim);

            const char* motionName = anim->GetName();
            float timeSpan = duration.GetSecondDouble();
            AnimationMotion* motion = new AnimationMotion(motionName, timeSpan, framerate, skeleton);

            int jointCount = skeleton->GetJointCount();
            for (int jointIndex = 0; jointIndex < jointCount; ++jointIndex)
            {
                FbxNode* node = map[jointIndex];

                //Extracting world position
                //local, you would need to grab parent as well
                Matrix4x4* boneKeyframes = motion->GetJointKeyframes(jointIndex);

                FbxTime evalTime = FbxTime(0);
                for (uint32_t frameIndex = 0; frameIndex < motion->m_frameCount; ++frameIndex)
                {
                    Matrix4x4* boneKeyframe = boneKeyframes + frameIndex;

                    Matrix4x4 boneTransform = GetNodeWorldTransformAtTime(node, evalTime, matrixStackTop);
                    double seconds = evalTime.GetSecondDouble();
                    seconds = seconds;
                    *boneKeyframe = boneTransform;

                    evalTime += advance;
                }
            }
            import->motions.push_back(motion);
        }
    }