示例#1
0
void FFbxExporter::ExportAnimSequenceToFbx(const UAnimSequence* AnimSeq,
									 const USkeletalMesh* SkelMesh,
									 TArray<FbxNode*>& BoneNodes,
									 FbxAnimLayer* InAnimLayer,
									 float AnimStartOffset,
									 float AnimEndOffset,
									 float AnimPlayRate,
									 float StartTime)
{
	USkeleton* Skeleton = AnimSeq->GetSkeleton();

	if (AnimSeq->SequenceLength == 0.f)
	{
		// something is wrong
		return;	
	}

	const float FrameRate			=  AnimSeq->NumFrames / AnimSeq->SequenceLength;

	// set time correctly
	FbxTime ExportedStartTime, ExportedStopTime;
	if ( FMath::IsNearlyEqual(FrameRate, DEFAULT_SAMPLERATE, 1.f) )
	{
		ExportedStartTime.SetGlobalTimeMode(FbxTime::eFrames30);
		ExportedStopTime.SetGlobalTimeMode(FbxTime::eFrames30);
	}
	else
	{
		ExportedStartTime.SetGlobalTimeMode(FbxTime::eCustom, FrameRate);
		ExportedStopTime.SetGlobalTimeMode(FbxTime::eCustom, FrameRate);
	}

	ExportedStartTime.SetSecondDouble(0.f);
	ExportedStopTime.SetSecondDouble(AnimSeq->SequenceLength);

	FbxTimeSpan ExportedTimeSpan;
	ExportedTimeSpan.Set(ExportedStartTime, ExportedStopTime);
	AnimStack->SetLocalTimeSpan(ExportedTimeSpan);
	
	// Add the animation data to the bone nodes
	for(int32 BoneIndex = 0; BoneIndex < BoneNodes.Num(); ++BoneIndex)
	{
		FbxNode* CurrentBoneNode = BoneNodes[BoneIndex];

		// Create the AnimCurves
		FbxAnimCurve* Curves[6];
		Curves[0] = CurrentBoneNode->LclTranslation.GetCurve(InAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
		Curves[1] = CurrentBoneNode->LclTranslation.GetCurve(InAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
		Curves[2] = CurrentBoneNode->LclTranslation.GetCurve(InAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);

		Curves[3] = CurrentBoneNode->LclRotation.GetCurve(InAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
		Curves[4] = CurrentBoneNode->LclRotation.GetCurve(InAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
		Curves[5] = CurrentBoneNode->LclRotation.GetCurve(InAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);

		float AnimTime					= AnimStartOffset;
		float AnimEndTime				= (AnimSeq->SequenceLength - AnimEndOffset);
		// Subtracts 1 because NumFrames includes an initial pose for 0.0 second
		double TimePerKey				= (AnimSeq->SequenceLength / (AnimSeq->NumFrames-1));
		const float AnimTimeIncrement	= TimePerKey * AnimPlayRate;

		FbxTime ExportTime;
		ExportTime.SetSecondDouble(StartTime);

		FbxTime ExportTimeIncrement;
		ExportTimeIncrement.SetSecondDouble( TimePerKey );

		int32 BoneTreeIndex = Skeleton->GetSkeletonBoneIndexFromMeshBoneIndex(SkelMesh, BoneIndex);
		int32 BoneTrackIndex = Skeleton->GetAnimationTrackIndex(BoneTreeIndex, AnimSeq);
		if(BoneTrackIndex == INDEX_NONE)
		{
			// If this sequence does not have a track for the current bone, then skip it
			continue;
		}

		for(int32 i = 0; i < 6; ++i)
		{
			Curves[i]->KeyModifyBegin();
		}

		bool bLastKey = false;
		// Step through each frame and add the bone's transformation data
		while (!bLastKey)
		{
			FTransform BoneAtom;
			AnimSeq->GetBoneTransform(BoneAtom, BoneTrackIndex, AnimTime, true);

			FbxVector4 Translation = Converter.ConvertToFbxPos(BoneAtom.GetTranslation());

			FbxVector4 Rotation = Converter.ConvertToFbxRot(BoneAtom.GetRotation().Euler());
		
			int32 lKeyIndex;

			bLastKey = AnimTime >= AnimEndTime;
			for(int32 i = 0, j=3; i < 3; ++i, ++j)
			{
				lKeyIndex = Curves[i]->KeyAdd(ExportTime);
				Curves[i]->KeySetValue(lKeyIndex, Translation[i]);
				Curves[i]->KeySetInterpolation(lKeyIndex, bLastKey ? FbxAnimCurveDef::eInterpolationConstant : FbxAnimCurveDef::eInterpolationCubic);

				if( bLastKey )
				{
					Curves[i]->KeySetConstantMode( lKeyIndex, FbxAnimCurveDef::eConstantStandard );
				}

				lKeyIndex = Curves[j]->KeyAdd(ExportTime);
				Curves[j]->KeySetValue(lKeyIndex, Rotation[i]);
				Curves[j]->KeySetInterpolation(lKeyIndex, bLastKey ? FbxAnimCurveDef::eInterpolationConstant : FbxAnimCurveDef::eInterpolationCubic);

				if( bLastKey )
				{
					Curves[j]->KeySetConstantMode( lKeyIndex, FbxAnimCurveDef::eConstantStandard );
				}
			}

			ExportTime += ExportTimeIncrement;
			AnimTime += AnimTimeIncrement;
		}

		for(int32 i = 0; i < 6; ++i)
		{
			Curves[i]->KeyModifyEnd();
		}
	}
}