Пример #1
1
CC_FILE_ERROR FBXFilter::saveToFile(ccHObject* entity, QString filename, SaveParameters& parameters)
{
	if (!entity)
		return CC_FERR_BAD_ARGUMENT;
	
	std::vector<ccGenericMesh*> meshes;
	if (entity->isKindOf(CC_TYPES::MESH))
	{
		meshes.push_back(static_cast<ccGenericMesh*>(entity));
	}
	else if (entity->isA(CC_TYPES::HIERARCHY_OBJECT))
	{
		for (unsigned i=0; i<entity->getChildrenNumber(); ++i)
		{
			ccHObject* child = entity->getChild(i);
			if (child->isKindOf(CC_TYPES::MESH))
				meshes.push_back(static_cast<ccGenericMesh*>(child));
		}
	}

	if (meshes.empty())
	{
		return CC_FERR_NO_SAVE;
	}

	//The first thing to do is to create the FBX Manager which is the object allocator for almost all the classes in the SDK
	FbxManager* lSdkManager = FbxManager::Create();
	if( !lSdkManager )
	{
		ccLog::Warning("[FBX] Error: Unable to create FBX Manager!");
		return CC_FERR_CONSOLE_ERROR;
	}
	else
	{
		ccLog::Print("[FBX] Autodesk FBX SDK version %s", lSdkManager->GetVersion());
	}

	try
	{
		//Create an IOSettings object. This object holds all import/export settings.
		FbxIOSettings* ios = FbxIOSettings::Create(lSdkManager, IOSROOT);
		lSdkManager->SetIOSettings(ios);

		//Load plugins from the executable directory (optional)
		//FbxString lPath = FbxGetApplicationDirectory();
		//lSdkManager->LoadPluginsDirectory(lPath.Buffer());

		//Create an FBX scene. This object holds most objects imported/exported from/to files.
		FbxScene* lScene = FbxScene::Create(lSdkManager, "My Scene");
		if( !lScene )
		{
			ccLog::Warning("[FBX] Error: Unable to create FBX scene!");
			return CC_FERR_CONSOLE_ERROR;
		}

		// create scene info
		{
			FbxDocumentInfo* sceneInfo = FbxDocumentInfo::Create(lSdkManager,"SceneInfo");
			sceneInfo->mTitle = qPrintable(QString("Mesh: ") + (meshes.size() == 1 ? meshes[0]->getName() : QString("Multiple meshes")));
			sceneInfo->mAuthor = "CloudCompare";
			sceneInfo->mRevision = "rev. 1.0";
			sceneInfo->mKeywords = "cloudcompare mesh";

			// we need to add the sceneInfo before calling AddThumbNailToScene because
			// that function is asking the scene for the sceneInfo.
			lScene->SetSceneInfo(sceneInfo);
		}

		//create thumbnail
		//{
		//	FbxThumbnail* lThumbnail = FbxThumbnail::Create(lScene,"");

		//	lThumbnail->SetDataFormat(FbxThumbnail::eRGB_24);
		//	lThumbnail->SetSize(FbxThumbnail::e64x64);
		//	lThumbnail->SetThumbnailImage(cSceneThumbnail);

		//	if (lScene->GetSceneInfo())
		//	{
		//		lScene->GetSceneInfo()->SetSceneThumbnail(lThumbnail);
		//	}
		//}

		// Build the node tree.
		FbxNode* lRootNode = lScene->GetRootNode();
		{
			for (size_t i=0; i<meshes.size(); ++i)
			{
				FbxNode* meshNode = ToFbxMesh(meshes[i],lScene,filename,i);
				if (meshNode)
					lRootNode->AddChild(meshNode);
				else
					ccLog::Warning(QString("[FBX] Failed to convert mesh '%1' to FBX mesh/node!").arg(meshes[i]->getName()));
			}
		}

		int fileFormat = -1;

		//Display a combox box to let the user choose the export file format
		{
			FbxManager* pSdkManager = FbxManager::GetDefaultManager();
			int lFormatCount = pSdkManager ? pSdkManager->GetIOPluginRegistry()->GetWriterFormatCount() : 0;

			if (lFormatCount > 0)
			{
				if (s_defaultOutputFormat.isEmpty())
				{
					try
					{
						QMessageBox msgBox(QMessageBox::Question,"FBX format","Choose output format:");
						QMap<QAbstractButton*,int> buttons;
						for (int lFormatIndex=0; lFormatIndex<lFormatCount; lFormatIndex++)
						{
							if (pSdkManager->GetIOPluginRegistry()->WriterIsFBX(lFormatIndex))
							{
								FbxString lDesc = pSdkManager->GetIOPluginRegistry()->GetWriterFormatDescription(lFormatIndex);
								QPushButton *button = msgBox.addButton(lDesc.Buffer(), QMessageBox::AcceptRole);
								buttons[button] = lFormatIndex;
							}
						}
						msgBox.exec();
						//get the right format
						fileFormat = buttons[msgBox.clickedButton()];
					}
					catch(...)
					{
					}
				}
				else
				{
					//try to find the default output format as set by the user
					for (int lFormatIndex=0; lFormatIndex<lFormatCount; lFormatIndex++)
					{
						if (pSdkManager->GetIOPluginRegistry()->WriterIsFBX(lFormatIndex))
						{
							FbxString lDesc = pSdkManager->GetIOPluginRegistry()->GetWriterFormatDescription(lFormatIndex);
							QString sanitizedDesc = SanitizeFBXFormatString(lDesc.Buffer());
							if (s_defaultOutputFormat == sanitizedDesc)
							{
								ccLog::Print(QString("[FBX] Default output file format: %1").arg(sanitizedDesc));
								fileFormat = lFormatIndex;
								break;
							}
						}
					}

					//if we failed to find the specified file format, warn the user and display the list of supported formats
					if (fileFormat < 0)
					{
						ccLog::Warning(QString("[FBX] File format '%1' not supported").arg(s_defaultOutputFormat));
						ccLog::Print("[FBX] Supported output formats:");
						for (int lFormatIndex=0; lFormatIndex<lFormatCount; lFormatIndex++)
						{
							if (pSdkManager->GetIOPluginRegistry()->WriterIsFBX(lFormatIndex))
							{
								FbxString lDesc = pSdkManager->GetIOPluginRegistry()->GetWriterFormatDescription(lFormatIndex);
								ccLog::Print(QString("\t- %1").arg(SanitizeFBXFormatString(lDesc.Buffer())));
							}
						}
					}

				}
			}
		}

		// Save the scene.
		bool lResult = SaveScene(lSdkManager, lScene, qPrintable(filename),fileFormat);

		// Destroy all objects created by the FBX SDK.
		if( lSdkManager )
			lSdkManager->Destroy();

		return lResult ? CC_FERR_NO_ERROR : CC_FERR_CONSOLE_ERROR;
	}
	catch(...)
	{
		ccLog::Warning("[FBX] FBX SDK has thrown an unknown exception!");
		return CC_FERR_THIRD_PARTY_LIB_EXCEPTION;
	}
}
Пример #2
0
/**
 * Exports all the animation sequences part of a single Group in a Matinee sequence
 * as a single animation in the FBX document.  The animation is created by sampling the
 * sequence at DEFAULT_SAMPLERATE updates/second and extracting the resulting bone transforms from the given
 * skeletal mesh
 */
void FFbxExporter::ExportMatineeGroup(class AMatineeActor* MatineeActor, USkeletalMeshComponent* SkeletalMeshComponent)
{
	float MatineeLength = MatineeActor->MatineeData->InterpLength;
	
	if (Scene == NULL || MatineeActor == NULL || SkeletalMeshComponent == NULL || MatineeLength == 0)
	{
		return;
	}

	FbxString NodeName("MatineeSequence");

	FbxNode* BaseNode = FbxNode::Create(Scene, NodeName);
	Scene->GetRootNode()->AddChild(BaseNode);

	AActor* Owner = SkeletalMeshComponent->GetOwner();
	if(Owner && Owner->GetRootComponent())
	{
		// Set the default position of the actor on the transforms
		// The UE3 transformation is different from FBX's Z-up: invert the Y-axis for translations and the Y/Z angle values in rotations.
		BaseNode->LclTranslation.Set(Converter.ConvertToFbxPos(Owner->GetActorLocation()));
		BaseNode->LclRotation.Set(Converter.ConvertToFbxRot(Owner->GetActorRotation().Euler()));
		BaseNode->LclScaling.Set(Converter.ConvertToFbxScale(Owner->GetRootComponent()->RelativeScale3D));
	}
	// Create the Skeleton
	TArray<FbxNode*> BoneNodes;
	FbxNode* SkeletonRootNode = CreateSkeleton(SkeletalMeshComponent->SkeletalMesh, BoneNodes);
	FbxSkeletonRoots.Add(SkeletalMeshComponent, SkeletonRootNode);
	BaseNode->AddChild(SkeletonRootNode);

	ExportAnimTrack(MatineeActor, SkeletalMeshComponent);
}
Пример #3
0
int ILDLMesh::CreateFBXScene( FbxManager *pSdkManager, FbxScene* pScene )
{
    // create scene info
    FbxDocumentInfo* sceneInfo = FbxDocumentInfo::Create(pSdkManager,"SceneInfo");
    sceneInfo->mTitle = "ILDL export";
    pScene->SetSceneInfo(sceneInfo);

    FbxNode* lMesh = CreateMesh( pScene, "Mesh" );
    // Build the node tree.
    FbxNode* lRootNode = pScene->GetRootNode();
    lRootNode->AddChild( lMesh );
    return -1;
}
Пример #4
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);
        }
    }
Пример #5
0
void FFbxExporter::ExportAnimSequencesAsSingle( USkeletalMesh* SkelMesh, const ASkeletalMeshActor* SkelMeshActor, const FString& ExportName, const TArray<UAnimSequence*>& AnimSeqList, const TArray<struct FAnimControlTrackKey>& TrackKeys )
{
	if (Scene == NULL || SkelMesh == NULL || AnimSeqList.Num() == 0 || AnimSeqList.Num() != TrackKeys.Num()) return;

	FbxNode* BaseNode = FbxNode::Create(Scene, Converter.ConvertToFbxString(ExportName));
	Scene->GetRootNode()->AddChild(BaseNode);

	if( SkelMeshActor )
	{
		// Set the default position of the actor on the transforms
		// The Unreal transformation is different from FBX's Z-up: invert the Y-axis for translations and the Y/Z angle values in rotations.
		BaseNode->LclTranslation.Set(Converter.ConvertToFbxPos(SkelMeshActor->GetActorLocation()));
		BaseNode->LclRotation.Set(Converter.ConvertToFbxRot(SkelMeshActor->GetActorRotation().Euler()));
		BaseNode->LclScaling.Set(Converter.ConvertToFbxScale(SkelMeshActor->GetRootComponent()->RelativeScale3D));

	}

	// Create the Skeleton
	TArray<FbxNode*> BoneNodes;
	FbxNode* SkeletonRootNode = CreateSkeleton(SkelMesh, BoneNodes);
	BaseNode->AddChild(SkeletonRootNode);

	bool bAnyObjectMissingSourceData = false;
	float ExportStartTime = 0.f;
	for(int32 AnimSeqIndex = 0; AnimSeqIndex < AnimSeqList.Num(); ++AnimSeqIndex)
	{
		const UAnimSequence* AnimSeq = AnimSeqList[AnimSeqIndex];
		const FAnimControlTrackKey& TrackKey = TrackKeys[AnimSeqIndex];

		// Shift the anim sequences so the first one is at time zero in the FBX file
		const float CurrentStartTime = TrackKey.StartTime - ExportStartTime;

		ExportAnimSequenceToFbx(AnimSeq,
			SkelMesh,
			BoneNodes,
			AnimLayer,
			TrackKey.AnimStartOffset,
			TrackKey.AnimEndOffset,
			TrackKey.AnimPlayRate,
			CurrentStartTime);
	}

	CorrectAnimTrackInterpolation(BoneNodes, AnimLayer);

	if (bAnyObjectMissingSourceData)
	{
		FMessageDialog::Open( EAppMsgType::Ok, NSLOCTEXT("UnrealEd", "Exporter_Error_SourceDataUnavailable", "No source data available for some objects.  See the log for details.") );
	}

}
Пример #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;
}
Пример #7
0
CC_FILE_ERROR FBXFilter::saveToFile(ccHObject* entity, const char* filename)
{
	if (!entity)
		return CC_FERR_BAD_ARGUMENT;
	
	std::vector<ccGenericMesh*> meshes;
	if (entity->isKindOf(CC_MESH))
	{
		meshes.push_back(static_cast<ccGenericMesh*>(entity));
	}
	else if (entity->isA(CC_HIERARCHY_OBJECT))
	{
		for (unsigned i=0; i<entity->getChildrenNumber(); ++i)
		{
			ccHObject* child = entity->getChild(i);
			if (child->isKindOf(CC_MESH))
				meshes.push_back(static_cast<ccGenericMesh*>(child));
		}
	}

	if (meshes.empty())
	{
        return CC_FERR_NO_SAVE;
	}

	//The first thing to do is to create the FBX Manager which is the object allocator for almost all the classes in the SDK
    FbxManager* lSdkManager = FbxManager::Create();
    if( !lSdkManager )
    {
		ccLog::Warning("[FBX] Error: Unable to create FBX Manager!");
        return CC_FERR_CONSOLE_ERROR;
    }
	else
	{
		ccLog::Print("[FBX] Autodesk FBX SDK version %s", lSdkManager->GetVersion());
	}

	//Create an IOSettings object. This object holds all import/export settings.
	FbxIOSettings* ios = FbxIOSettings::Create(lSdkManager, IOSROOT);
	lSdkManager->SetIOSettings(ios);

	//Load plugins from the executable directory (optional)
	//FbxString lPath = FbxGetApplicationDirectory();
	//lSdkManager->LoadPluginsDirectory(lPath.Buffer());

    //Create an FBX scene. This object holds most objects imported/exported from/to files.
    FbxScene* lScene = FbxScene::Create(lSdkManager, "My Scene");
	if( !lScene )
    {
		ccLog::Warning("[FBX] Error: Unable to create FBX scene!");
        return CC_FERR_CONSOLE_ERROR;
    }

    // create scene info
	{
		FbxDocumentInfo* sceneInfo = FbxDocumentInfo::Create(lSdkManager,"SceneInfo");
		sceneInfo->mTitle = qPrintable(QString("Mesh: ") + (meshes.size() == 1 ? meshes[0]->getName() : QString("Multiple meshes")));
		sceneInfo->mAuthor = "CloudCompare";
		sceneInfo->mRevision = "rev. 1.0";
		sceneInfo->mKeywords = "cloudcompare mesh";

		// we need to add the sceneInfo before calling AddThumbNailToScene because
		// that function is asking the scene for the sceneInfo.
		lScene->SetSceneInfo(sceneInfo);
	}

	//create thumbnail
	//{
	//	FbxThumbnail* lThumbnail = FbxThumbnail::Create(lScene,"");

	//	lThumbnail->SetDataFormat(FbxThumbnail::eRGB_24);
	//	lThumbnail->SetSize(FbxThumbnail::e64x64);
	//	lThumbnail->SetThumbnailImage(cSceneThumbnail);

	//	if (lScene->GetSceneInfo())
	//	{
	//		lScene->GetSceneInfo()->SetSceneThumbnail(lThumbnail);
	//	}
	//}

    // Build the node tree.
    FbxNode* lRootNode = lScene->GetRootNode();
	{
		for (size_t i=0; i<meshes.size(); ++i)
		{
			FbxNode* meshNode = ToFbxMesh(meshes[i],lScene);
			if (meshNode)
				lRootNode->AddChild(meshNode);
			else
				ccLog::Warning(QString("[FBX] Failed to convert mesh '%1' to FBX mesh/node!").arg(meshes[i]->getName()));
		}
	}

	// Save the scene.
    bool lResult = SaveScene(lSdkManager, lScene, filename);

    // Destroy all objects created by the FBX SDK.
    if( lSdkManager )
		lSdkManager->Destroy();

	return lResult ? CC_FERR_NO_ERROR : CC_FERR_CONSOLE_ERROR;
}
Пример #8
0
FbxNode* FFbxExporter::ExportAnimSequence( const UAnimSequence* AnimSeq, const USkeletalMesh* SkelMesh, bool bExportSkelMesh, const TCHAR* MeshName, FbxNode* ActorRootNode )
{
	if( Scene == NULL || AnimSeq == NULL || SkelMesh == NULL )
	{
 		return NULL;
	}


	FbxNode* RootNode = (ActorRootNode)? ActorRootNode : Scene->GetRootNode();
	// Create the Skeleton
	TArray<FbxNode*> BoneNodes;
	FbxNode* SkeletonRootNode = CreateSkeleton(SkelMesh, BoneNodes);
	RootNode->AddChild(SkeletonRootNode);


	// Export the anim sequence
	{
		ExportAnimSequenceToFbx(AnimSeq,
			SkelMesh,
			BoneNodes,
			AnimLayer,
			0.f,		// AnimStartOffset
			0.f,		// AnimEndOffset
			1.f,		// AnimPlayRate
			0.f);		// StartTime

		CorrectAnimTrackInterpolation(BoneNodes, AnimLayer);
	}


	// Optionally export the mesh
	if(bExportSkelMesh)
	{
		FString MeshNodeName;
		
		if (MeshName)
		{
			MeshNodeName = MeshName;
		}
		else
		{
			SkelMesh->GetName(MeshNodeName);
		}

		// Add the mesh
		FbxNode* MeshRootNode = CreateMesh(SkelMesh, *MeshNodeName);
		if(MeshRootNode)
		{
			RootNode->AddChild(MeshRootNode);
		}

		if(SkeletonRootNode && MeshRootNode)
		{
			// Bind the mesh to the skeleton
			BindMeshToSkeleton(SkelMesh, MeshRootNode, BoneNodes);

			// Add the bind pose
			CreateBindPose(MeshRootNode);
		}
	}

	return SkeletonRootNode;
}