// Copyright Epic Games, Inc. All Rights Reserved. /*============================================================================= Implementation of animation export related functionality from FbxExporter =============================================================================*/ #include "CoreMinimal.h" #include "Misc/MessageDialog.h" #include "Misc/FeedbackContext.h" #include "Misc/ScopedSlowTask.h" #include "Animation/AnimTypes.h" #include "Components/SkeletalMeshComponent.h" #include "Engine/SkeletalMesh.h" #include "Engine/SkinnedAssetCommon.h" #include "Animation/AnimSequence.h" #include "Editor/EditorPerProjectUserSettings.h" #include "Animation/SkeletalMeshActor.h" #include "FbxExporter.h" #include "Exporters/FbxExportOption.h" #include "Animation/AttributesRuntime.h" #include "Animation/BuiltInAttributeTypes.h" DEFINE_LOG_CATEGORY_STATIC(LogFbxAnimationExport, Log, All); namespace UnFbx { bool FFbxExporter::SetupAnimStack(const UAnimSequence* AnimSeq) { if (AnimSeq->GetPlayLength() == 0.f) { // something is wrong return false; } const double FrameRate = AnimSeq->GetDataModel()->GetFrameRate().AsDecimal(); //Configure the scene time line { FbxGlobalSettings& SceneGlobalSettings = Scene->GetGlobalSettings(); double CurrentSceneFrameRate = FbxTime::GetFrameRate(SceneGlobalSettings.GetTimeMode()); if (!bSceneGlobalTimeLineSet || FrameRate > CurrentSceneFrameRate) { FbxTime::EMode ComputeTimeMode = FbxTime::ConvertFrameRateToTimeMode(FrameRate); FbxTime::SetGlobalTimeMode(ComputeTimeMode, ComputeTimeMode == FbxTime::eCustom ? FrameRate : 0.0); SceneGlobalSettings.SetTimeMode(ComputeTimeMode); if (ComputeTimeMode == FbxTime::eCustom) { SceneGlobalSettings.SetCustomFrameRate(FrameRate); } bSceneGlobalTimeLineSet = true; } } // set time correctly FbxTime ExportedStartTime, ExportedStopTime; ExportedStartTime.SetSecondDouble(0.f); ExportedStopTime.SetSecondDouble(AnimSeq->GetDataModel()->GetFrameRate().AsSeconds(AnimSeq->GetDataModel()->GetNumberOfFrames())); FbxTimeSpan ExportedTimeSpan; ExportedTimeSpan.Set(ExportedStartTime, ExportedStopTime); AnimStack->SetLocalTimeSpan(ExportedTimeSpan); return true; } void FFbxExporter::ExportAnimSequenceToFbx(const UAnimSequence* AnimSeq, const USkeletalMesh* SkelMesh, TArray& BoneNodes, FbxAnimLayer* InAnimLayer, FFrameTime StartFrameTime, FFrameTime EndFrameTime, float FrameRateScale, float StartTime) { // stack allocator for extracting curve FMemMark Mark(FMemStack::Get()); USkeleton* Skeleton = AnimSeq->GetSkeleton(); if (Skeleton == nullptr || !SetupAnimStack(AnimSeq)) { // something is wrong return; } //Prepare root anim curves data to be exported TMap CustomCurveMap; if (BoneNodes.Num() > 0) { const UFbxExportOption* ExportOptions = GetExportOptions(); const bool bExportMorphTargetCurvesInMesh = ExportOptions && ExportOptions->bExportPreviewMesh && ExportOptions->bExportMorphTargets; Skeleton->ForEachCurveMetaData([&CustomCurveMap, &BoneNodes, InAnimLayer, bExportMorphTargetCurvesInMesh](const FName& InCurveName, const FCurveMetaData& InMetaData) { //Only export the custom curve if it is not used in a MorphTarget that will be exported latter on. if(!(bExportMorphTargetCurvesInMesh && InMetaData.Type.bMorphtarget)) { FbxProperty AnimCurveFbxProp = FbxProperty::Create(BoneNodes[0], FbxDoubleDT, TCHAR_TO_ANSI(*InCurveName.ToString())); AnimCurveFbxProp.ModifyFlag(FbxPropertyFlags::eAnimatable, true); AnimCurveFbxProp.ModifyFlag(FbxPropertyFlags::eUserDefined, true); FbxAnimCurve* AnimFbxCurve = AnimCurveFbxProp.GetCurve(InAnimLayer, true); CustomCurveMap.Add(InCurveName, AnimFbxCurve); } }); } ExportCustomAnimCurvesToFbx(CustomCurveMap, AnimSeq, StartFrameTime, EndFrameTime, FrameRateScale, StartTime); TArray CustomAttributes; // Add the animation data to the bone nodes for(int32 BoneIndex = 0; BoneIndex < BoneNodes.Num(); ++BoneIndex) { FbxNode* CurrentBoneNode = BoneNodes[BoneIndex]; const int32 BoneTreeIndex = Skeleton->GetSkeletonBoneIndexFromMeshBoneIndex(SkelMesh, BoneIndex); const FName BoneName = Skeleton->GetReferenceSkeleton().GetBoneName(BoneTreeIndex); const IAnimationDataModel* DataModel = AnimSeq->GetDataModel(); CustomAttributes.Reset(); DataModel->GetAttributesForBone(BoneName, CustomAttributes); TArray> FloatCustomAttributeIndices; TArray> IntCustomAttributeIndices; // Setup custom attribute properties and curves for (int32 AttributeIndex = 0; AttributeIndex < CustomAttributes.Num(); ++AttributeIndex) { if (const FAnimatedBoneAttribute* AttributePtr = CustomAttributes[AttributeIndex]) { const FAnimatedBoneAttribute& Attribute = *AttributePtr; const FName& AttributeName = Attribute.Identifier.GetName(); const UScriptStruct* AttributeType = Attribute.Identifier.GetType(); if (AttributeType == FIntegerAnimationAttribute::StaticStruct()) { FbxProperty AnimCurveFbxProp = FbxProperty::Create(CurrentBoneNode, FbxIntDT, TCHAR_TO_UTF8(*AttributeName.ToString())); AnimCurveFbxProp.ModifyFlag(FbxPropertyFlags::eAnimatable, true); AnimCurveFbxProp.ModifyFlag(FbxPropertyFlags::eUserDefined, true); FbxAnimCurve* AnimFbxCurve = AnimCurveFbxProp.GetCurve(InAnimLayer, true); AnimFbxCurve->KeyModifyBegin(); IntCustomAttributeIndices.Emplace(AttributeIndex, AnimFbxCurve); } else if (AttributeType == FFloatAnimationAttribute::StaticStruct()) { FbxProperty AnimCurveFbxProp = FbxProperty::Create(CurrentBoneNode, FbxDoubleDT, TCHAR_TO_UTF8(*AttributeName.ToString())); AnimCurveFbxProp.ModifyFlag(FbxPropertyFlags::eAnimatable, true); AnimCurveFbxProp.ModifyFlag(FbxPropertyFlags::eUserDefined, true); FbxAnimCurve* AnimFbxCurve = AnimCurveFbxProp.GetCurve(InAnimLayer, true); AnimFbxCurve->KeyModifyBegin(); FloatCustomAttributeIndices.Emplace(AttributeIndex, AnimFbxCurve); } else if (AttributeType == FStringAnimationAttribute::StaticStruct()) { FbxProperty AnimCurveFbxProp = FbxProperty::Create(CurrentBoneNode, FbxStringDT, TCHAR_TO_UTF8(*AttributeName.ToString())); AnimCurveFbxProp.ModifyFlag(FbxPropertyFlags::eUserDefined, true); // String attributes can't be keyed, simply set a normal value. FStringAnimationAttribute EvaluatedAttribute = Attribute.Curve.Evaluate(0.f); FbxString FbxValueString(TCHAR_TO_UTF8(*EvaluatedAttribute.Value)); AnimCurveFbxProp.Set(FbxValueString); } else { ensureMsgf(false, TEXT("Trying to export unsupported custom attribte (float, int32 and FString are currently supported)")); } } } // Create the transform AnimCurves const uint32 NumberOfCurves = 9; FbxAnimCurve* Curves[NumberOfCurves]; // Individual curves for translation, rotation and scaling 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); Curves[6] = CurrentBoneNode->LclScaling.GetCurve(InAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true); Curves[7] = CurrentBoneNode->LclScaling.GetCurve(InAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true); Curves[8] = CurrentBoneNode->LclScaling.GetCurve(InAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true); if(!DataModel->IsValidBoneTrackName(BoneName)) { // If this sequence does not have a track for the current bone, then skip it continue; } for (FbxAnimCurve* Curve : Curves) { Curve->KeyModifyBegin(); } auto ExportLambda = [this, DataModel, BoneName, AnimSeq, &FloatCustomAttributeIndices, &IntCustomAttributeIndices, &Curves, &CustomAttributes](double AnimTime, FbxTime ExportTime, bool bLastKey) { const FTransform BoneAtom = DataModel->EvaluateBoneTrackTransform(BoneName, DataModel->GetFrameRate().AsFrameTime(AnimTime), AnimSeq->Interpolation); const FbxAMatrix FbxMatrix = Converter.ConvertMatrix(BoneAtom.ToMatrixWithScale()); const FbxVector4 Translation = FbxMatrix.GetT(); const FbxVector4 Rotation = FbxMatrix.GetR(); const FbxVector4 Scale = FbxMatrix.GetS(); const FbxVector4 Vectors[3] = { Translation, Rotation, Scale }; // Loop over each curve and channel to set correct values for (uint32 CurveIndex = 0; CurveIndex < 3; ++CurveIndex) { for (uint32 ChannelIndex = 0; ChannelIndex < 3; ++ChannelIndex) { const uint32 OffsetCurveIndex = (CurveIndex * 3) + ChannelIndex; const int32 lKeyIndex = Curves[OffsetCurveIndex]->KeyAdd(ExportTime); Curves[OffsetCurveIndex]->KeySetValue(lKeyIndex, Vectors[CurveIndex][ChannelIndex]); Curves[OffsetCurveIndex]->KeySetInterpolation(lKeyIndex, bLastKey ? FbxAnimCurveDef::eInterpolationConstant : FbxAnimCurveDef::eInterpolationCubic); if (bLastKey) { Curves[OffsetCurveIndex]->KeySetConstantMode(lKeyIndex, FbxAnimCurveDef::eConstantStandard); } } } for (const TPair& CurrentAttributeCurve : FloatCustomAttributeIndices) { if (const FAnimatedBoneAttribute* AttributePtr = CustomAttributes[CurrentAttributeCurve.Key]) { ensure(AttributePtr->Identifier.GetType() == FFloatAnimationAttribute::StaticStruct()); const FFloatAnimationAttribute EvaluatedAttribute = AttributePtr->Curve.Evaluate(AnimTime); const int32 KeyIndex = CurrentAttributeCurve.Value->KeyAdd(ExportTime); CurrentAttributeCurve.Value->KeySetValue(KeyIndex, EvaluatedAttribute.Value); } } for (const TPair& CurrentAttributeCurve : IntCustomAttributeIndices) { if (const FAnimatedBoneAttribute* AttributePtr = CustomAttributes[CurrentAttributeCurve.Key]) { ensure(AttributePtr->Identifier.GetType() == FIntegerAnimationAttribute::StaticStruct()); const FIntegerAnimationAttribute EvaluatedAttribute = AttributePtr->Curve.Evaluate(AnimTime); const int32 KeyIndex = CurrentAttributeCurve.Value->KeyAdd(ExportTime); CurrentAttributeCurve.Value->KeySetValue(KeyIndex, static_cast(EvaluatedAttribute.Value)); } } }; IterateInsideAnimSequence(AnimSeq, StartFrameTime, EndFrameTime, FrameRateScale, StartTime, ExportLambda); for (FbxAnimCurve* Curve : Curves) { Curve->KeyModifyEnd(); } auto MarkCurveEnd = [](auto& CurvesArray) { for (auto& CurvePair : CurvesArray) { CurvePair.Value->KeyModifyEnd(); } }; MarkCurveEnd(FloatCustomAttributeIndices); MarkCurveEnd(IntCustomAttributeIndices); } } void FFbxExporter::ExportCustomAnimCurvesToFbx(const TMap& CustomCurves, const UAnimSequence* AnimSeq, float AnimStartOffset, float AnimEndOffset, float AnimPlayRate, float StartTime, float ValueScale) { ExportCustomAnimCurvesToFbx(CustomCurves, AnimSeq, AnimSeq->GetDataModel()->GetFrameRate().AsFrameTime(AnimStartOffset), AnimSeq->GetDataModel()->GetFrameRate().AsFrameTime(AnimSeq->GetPlayLength() - AnimEndOffset), AnimPlayRate, StartTime, ValueScale); } void FFbxExporter::ExportCustomAnimCurvesToFbx(const TMap& CustomCurves, const UAnimSequence* AnimSeq, FFrameTime AnimStartOffset, FFrameTime AnimEndOffset, float FrameRateScale, float StartTime, float ValueScale /*= 1.f*/) { // stack allocator for extracting curve FMemMark Mark(FMemStack::Get()); if (!SetupAnimStack(AnimSeq)) { //Something is wrong. return; } for (auto CustomCurve : CustomCurves) { CustomCurve.Value->KeyModifyBegin(); } auto ExportLambda = [&](float AnimTime, FbxTime ExportTime, bool bLastKey) { FBlendedCurve BlendedCurve; AnimSeq->EvaluateCurveData(BlendedCurve, FAnimExtractContext(static_cast(AnimTime)), true); //Loop over the custom curves and add the actual keys for (auto CustomCurve : CustomCurves) { float CurveValueAtTime = BlendedCurve.Get(CustomCurve.Key) * ValueScale; int32 KeyIndex = CustomCurve.Value->KeyAdd(ExportTime); CustomCurve.Value->KeySetValue(KeyIndex, CurveValueAtTime); } }; IterateInsideAnimSequence(AnimSeq, AnimStartOffset, AnimEndOffset, FrameRateScale, StartTime, ExportLambda); for (auto CustomCurve : CustomCurves) { CustomCurve.Value->KeyModifyEnd(); } } void FFbxExporter::IterateInsideAnimSequence(const UAnimSequence* AnimSeq, float AnimStartOffset, float AnimEndOffset, float AnimPlayRate, float StartTime, TFunctionRef IterationLambda) { IterateInsideAnimSequence(AnimSeq, AnimSeq->GetDataModel()->GetFrameRate().AsFrameTime(AnimStartOffset), AnimSeq->GetDataModel()->GetFrameRate().AsFrameTime(AnimSeq->GetPlayLength() - AnimEndOffset), AnimPlayRate, AnimPlayRate, [IterationLambda](double T, FbxTime FT, bool B) -> void { IterationLambda((float)T, FT, B); }); } void FFbxExporter::IterateInsideAnimSequence(const UAnimSequence* AnimSeq, FFrameTime StartFrameTime, FFrameTime EndFrameTime, float FrameRateScale, float StartTime, TFunctionRef IterationLambda) { const double TimePerKey = AnimSeq->GetDataModel()->GetFrameRate().AsInterval(); const double AnimTimeIncrement = TimePerKey * FrameRateScale; uint32 AnimFrameIndex = 0; FbxTime ExportTime; ExportTime.SetSecondDouble(StartTime); FbxTime ExportTimeIncrement; ExportTimeIncrement.SetSecondDouble(TimePerKey); // Step through each frame and add custom curve data bool bLastKey = false; FFrameTime FrameTime = StartFrameTime; const FFrameRate& FrameRate = AnimSeq->GetDataModel()->GetFrameRate(); while (!bLastKey) { bLastKey = FrameTime > EndFrameTime; IterationLambda(FrameRate.AsSeconds(FrameTime), ExportTime, bLastKey); ExportTime += ExportTimeIncrement; AnimFrameIndex++; FrameTime += FFrameTime::FromDecimal(FrameRateScale); } } // The curve code doesn't differentiate between angles and other data, so an interpolation from 179 to -179 // will cause the bone to rotate all the way around through 0 degrees. So here we make a second pass over the // rotation tracks to convert the angles into a more interpolation-friendly format. void FFbxExporter::CorrectAnimTrackInterpolation( TArray& BoneNodes, FbxAnimLayer* InAnimLayer ) { // Add the animation data to the bone nodes for(int32 BoneIndex = 0; BoneIndex < BoneNodes.Num(); ++BoneIndex) { FbxNode* CurrentBoneNode = BoneNodes[BoneIndex]; // Fetch the AnimCurves FbxAnimCurve* Curves[3]; Curves[0] = CurrentBoneNode->LclRotation.GetCurve(InAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true); Curves[1] = CurrentBoneNode->LclRotation.GetCurve(InAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true); Curves[2] = CurrentBoneNode->LclRotation.GetCurve(InAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true); for(int32 CurveIndex = 0; CurveIndex < 3; ++CurveIndex) { FbxAnimCurve* CurrentCurve = Curves[CurveIndex]; CurrentCurve->KeyModifyBegin(); float CurrentAngleOffset = 0.f; for(int32 KeyIndex = 1; KeyIndex < CurrentCurve->KeyGetCount(); ++KeyIndex) { float PreviousOutVal = CurrentCurve->KeyGetValue( KeyIndex-1 ); float CurrentOutVal = CurrentCurve->KeyGetValue( KeyIndex ); float DeltaAngle = (CurrentOutVal + CurrentAngleOffset) - PreviousOutVal; if(DeltaAngle >= 180) { CurrentAngleOffset -= 360; } else if(DeltaAngle <= -180) { CurrentAngleOffset += 360; } CurrentOutVal += CurrentAngleOffset; CurrentCurve->KeySetValue(KeyIndex, CurrentOutVal); } CurrentCurve->KeyModifyEnd(); } } } FbxNode* FFbxExporter::ExportAnimSequence( const UAnimSequence* AnimSeq, const USkeletalMesh* SkelMesh, bool bExportSkelMesh, const TCHAR* MeshName, FbxNode* ActorRootNode, const TArray* OverrideMaterials /*= nullptr*/ ) { if( Scene == nullptr || AnimSeq == nullptr || SkelMesh == nullptr ) { return nullptr; } FbxNode* RootNode = (ActorRootNode)? ActorRootNode : Scene->GetRootNode(); //Create a temporary node attach to the scene root. //This will allow us to do the binding without the scene transform (non uniform scale is not supported when binding the skeleton) //We then detach from the temp node and attach to the parent and remove the temp node FString FbxNodeName = FGuid::NewGuid().ToString(EGuidFormats::Digits); FbxNode* TmpNodeNoTransform = FbxNode::Create(Scene, TCHAR_TO_UTF8(*FbxNodeName)); Scene->GetRootNode()->AddChild(TmpNodeNoTransform); // Create the Skeleton TArray BoneNodes; FbxNode* SkeletonRootNode = CreateSkeleton(SkelMesh, BoneNodes); TmpNodeNoTransform->AddChild(SkeletonRootNode); // Export the anim sequence { ExportAnimSequenceToFbx(AnimSeq, SkelMesh, BoneNodes, AnimLayer, // Start frame to export FFrameTime(0), // Final frame to export FFrameTime(AnimSeq->GetDataModel()->GetNumberOfFrames()), // Frame rate scale 1.f, // FBX StartTime 0.f); CorrectAnimTrackInterpolation(BoneNodes, AnimLayer); } // Optionally export the mesh if(bExportSkelMesh) { FString MeshNodeName; if (MeshName) { MeshNodeName = MeshName; } else { SkelMesh->GetName(MeshNodeName); } FbxNode* MeshRootNode = nullptr; if (GetExportOptions()->LevelOfDetail && SkelMesh->GetLODNum() > 1) { FString LodGroup_MeshName = MeshNodeName + TEXT("_LodGroup"); MeshRootNode = FbxNode::Create(Scene, TCHAR_TO_UTF8(*LodGroup_MeshName)); TmpNodeNoTransform->AddChild(MeshRootNode); LodGroup_MeshName = MeshNodeName + TEXT("_LodGroupAttribute"); FbxLODGroup *FbxLodGroupAttribute = FbxLODGroup::Create(Scene, TCHAR_TO_UTF8(*LodGroup_MeshName)); MeshRootNode->AddNodeAttribute(FbxLodGroupAttribute); FbxLodGroupAttribute->ThresholdsUsedAsPercentage = true; //Export an Fbx Mesh Node for every LOD and child them to the fbx node (LOD Group) for (int CurrentLodIndex = 0; CurrentLodIndex < SkelMesh->GetLODNum(); ++CurrentLodIndex) { FString FbxLODNodeName = MeshNodeName + TEXT("_LOD") + FString::FromInt(CurrentLodIndex); if (CurrentLodIndex + 1 < SkelMesh->GetLODNum()) { //Convert the screen size to a threshold, it is just to be sure that we set some threshold, there is no way to convert this precisely double LodScreenSize = (double)(10.0f / SkelMesh->GetLODInfo(CurrentLodIndex)->ScreenSize.Default); FbxLodGroupAttribute->AddThreshold(LodScreenSize); } FbxNode* FbxActorLOD = CreateMesh(SkelMesh, *FbxLODNodeName, CurrentLodIndex, AnimSeq, OverrideMaterials); if (FbxActorLOD) { MeshRootNode->AddChild(FbxActorLOD); if (SkeletonRootNode) { // Bind the mesh to the skeleton BindMeshToSkeleton(SkelMesh, FbxActorLOD, BoneNodes, CurrentLodIndex); // Add the bind pose CreateBindPose(FbxActorLOD); } } } } else { const int32 LodIndex = 0; MeshRootNode = CreateMesh(SkelMesh, *MeshNodeName, LodIndex, AnimSeq, OverrideMaterials); if (MeshRootNode) { TmpNodeNoTransform->AddChild(MeshRootNode); if (SkeletonRootNode) { // Bind the mesh to the skeleton BindMeshToSkeleton(SkelMesh, MeshRootNode, BoneNodes, LodIndex); // Add the bind pose CreateBindPose(MeshRootNode); } } } if (MeshRootNode) { TmpNodeNoTransform->RemoveChild(MeshRootNode); RootNode->AddChild(MeshRootNode); //Export the preview mesh metadata ExportObjectMetadata(SkelMesh, MeshRootNode); } } if (SkeletonRootNode) { TmpNodeNoTransform->RemoveChild(SkeletonRootNode); RootNode->AddChild(SkeletonRootNode); } Scene->GetRootNode()->RemoveChild(TmpNodeNoTransform); Scene->RemoveNode(TmpNodeNoTransform); return SkeletonRootNode; } void FFbxExporter::ExportAnimTrack(IAnimTrackAdapter& AnimTrackAdapter, AActor* Actor, USkeletalMeshComponent* InSkeletalMeshComponent, double SamplingRate) { // show a status update every 1 second worth of samples const double UpdateFrequency = 1.0; double NextUpdateTime = UpdateFrequency; // find root and find the bone array TArray BoneNodes; if ( FindSkeleton(InSkeletalMeshComponent, BoneNodes)==false ) { UE_LOG(LogFbx, Warning, TEXT("Error FBX Animation Export, no root skeleton found.")); return; } //if we have no allocated bone space transforms something wrong so try to recalc them if (InSkeletalMeshComponent->GetBoneSpaceTransforms().Num() <= 0 ) { InSkeletalMeshComponent->RecalcRequiredBones(0); if (InSkeletalMeshComponent->GetBoneSpaceTransforms().Num() <= 0) { UE_LOG(LogFbx, Warning, TEXT("Error FBX Animation Export, no bone transforms.")); return; } } TArray CustomAttributes; FTransform InitialInvParentTransform; int32 LocalStartFrame = AnimTrackAdapter.GetLocalStartFrame(); int32 StartFrame = AnimTrackAdapter.GetStartFrame(); int32 AnimationLength = AnimTrackAdapter.GetLength(); double FrameRate = AnimTrackAdapter.GetFrameRate(); TArray SkeletalMeshComponents; Actor->GetComponents(SkeletalMeshComponents); const double TickRate = 1.0/FrameRate; FScopedSlowTask SlowTask(AnimationLength + 1, NSLOCTEXT("UnrealEd", "ExportAnimationProgress", "Exporting Animation")); SlowTask.MakeDialog(true); for (int32 FrameCount = 0; FrameCount <= AnimationLength; ++FrameCount) { SlowTask.EnterProgressFrame(); int32 LocalFrame = LocalStartFrame + FrameCount; double SampleTime = (StartFrame + FrameCount) / FrameRate; // This will call UpdateSkelPose on the skeletal mesh component to move bones based on animations in the sequence AnimTrackAdapter.UpdateAnimation(LocalFrame); if (FrameCount == 0) { InitialInvParentTransform = Actor->GetRootComponent()->GetComponentTransform().Inverse(); } // This will retrieve the currently active anim sequence (topmost) for custom attributes const UAnimSequence* AnimSeq = AnimTrackAdapter.GetAnimSequence(LocalFrame); float AnimTime = AnimTrackAdapter.GetAnimTime(LocalFrame); // Update space bases so new animation position has an effect. // @todo - hack - this will be removed at some point for (USkeletalMeshComponent* SkeletalMeshComponent : SkeletalMeshComponents) { USceneComponent* Child = SkeletalMeshComponent; while (Child) { if (USkeletalMeshComponent* ChildSkeletalMeshComponent = Cast(Child)) { SkeletalMeshComponent->TickAnimation(TickRate, false); SkeletalMeshComponent->RefreshBoneTransforms(); SkeletalMeshComponent->RefreshFollowerComponents(); SkeletalMeshComponent->UpdateComponentToWorld(); SkeletalMeshComponent->FinalizeBoneTransform(); SkeletalMeshComponent->MarkRenderTransformDirty(); SkeletalMeshComponent->MarkRenderDynamicDataDirty(); } if (Child->GetOwner()) { Child->GetOwner()->Tick(TickRate); } Child = Child->GetAttachParent(); } } FbxTime ExportTime; ExportTime.SetSecondDouble(GetExportOptions()->bExportLocalTime ? LocalFrame / FrameRate : SampleTime); NextUpdateTime -= SamplingRate; if( NextUpdateTime <= 0.0 ) { NextUpdateTime = UpdateFrequency; GWarn->StatusUpdate( FMath::RoundToInt( SampleTime ), AnimationLength, NSLOCTEXT("FbxExporter", "ExportingToFbxStatus", "Exporting to FBX") ); } TArray LocalBoneTransforms = InSkeletalMeshComponent->GetBoneSpaceTransforms(); if (LocalBoneTransforms.Num() == 0) { continue; } // Add the animation data to the bone nodes for(int32 BoneIndex = 0; BoneIndex < BoneNodes.Num(); ++BoneIndex) { if (!InSkeletalMeshComponent->GetSkeletalMeshAsset()->GetRefSkeleton().IsValidIndex(BoneIndex)) { UE_LOG(LogFbxAnimationExport, Warning, TEXT("Invalid BoneIndex %d, did the skeleton change? (animating the skeleton is not currently supported)"), BoneIndex); continue; } FName BoneName = InSkeletalMeshComponent->GetSkeletalMeshAsset()->GetRefSkeleton().GetBoneName(BoneIndex); FbxNode* CurrentBoneNode = BoneNodes[BoneIndex]; // Create the AnimCurves FbxAnimCurve* Curves[9]; Curves[0] = CurrentBoneNode->LclTranslation.GetCurve(AnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true); Curves[1] = CurrentBoneNode->LclTranslation.GetCurve(AnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true); Curves[2] = CurrentBoneNode->LclTranslation.GetCurve(AnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true); Curves[3] = CurrentBoneNode->LclRotation.GetCurve(AnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true); Curves[4] = CurrentBoneNode->LclRotation.GetCurve(AnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true); Curves[5] = CurrentBoneNode->LclRotation.GetCurve(AnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true); Curves[6] = CurrentBoneNode->LclScaling.GetCurve(AnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true); Curves[7] = CurrentBoneNode->LclScaling.GetCurve(AnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true); Curves[8] = CurrentBoneNode->LclScaling.GetCurve(AnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true); for(int32 i = 0; i < 9; ++i) { Curves[i]->KeyModifyBegin(); } FTransform BoneTransform = LocalBoneTransforms[BoneIndex]; if (GetExportOptions()->MapSkeletalMotionToRoot && BoneIndex == 0) { BoneTransform = InSkeletalMeshComponent->GetSocketTransform(BoneName) * InitialInvParentTransform; } FbxVector4 Translation = Converter.ConvertToFbxPos(BoneTransform.GetLocation()); FbxVector4 Rotation = Converter.ConvertToFbxRot(BoneTransform.GetRotation().Euler()); FbxVector4 Scale = Converter.ConvertToFbxScale(BoneTransform.GetScale3D()); int32 lKeyIndex; for(int32 i = 0, j=3, k=6; i < 3; ++i, ++j, ++k) { lKeyIndex = Curves[i]->KeyAdd(ExportTime); Curves[i]->KeySetValue(lKeyIndex, Translation[i]); Curves[i]->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic); lKeyIndex = Curves[j]->KeyAdd(ExportTime); Curves[j]->KeySetValue(lKeyIndex, Rotation[i]); Curves[j]->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic); lKeyIndex = Curves[k]->KeyAdd(ExportTime); Curves[k]->KeySetValue(lKeyIndex, Scale[i]); Curves[k]->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic); } for(int32 i = 0; i < 9; ++i) { Curves[i]->KeyModifyEnd(); } // Custom attributes if (!AnimSeq) { continue; } CustomAttributes.Reset(); AnimSeq->GetDataModel()->GetAttributesForBone(BoneName, CustomAttributes); TArray> FloatCustomAttributeIndices; TArray> IntCustomAttributeIndices; // Setup custom attribute properties and curves for (int32 AttributeIndex = 0; AttributeIndex < CustomAttributes.Num(); ++AttributeIndex) { const FAnimatedBoneAttribute* AttributePtr = CustomAttributes[AttributeIndex]; if (AttributePtr) { const FAnimatedBoneAttribute& Attribute = *AttributePtr; const FName& AttributeName = Attribute.Identifier.GetName(); const UScriptStruct* AttributeType = Attribute.Identifier.GetType(); if (AttributeType == FIntegerAnimationAttribute::StaticStruct()) { FbxProperty AnimCurveFbxProp = FbxProperty::Create(CurrentBoneNode, FbxIntDT, TCHAR_TO_UTF8(*AttributeName.ToString())); AnimCurveFbxProp.ModifyFlag(FbxPropertyFlags::eAnimatable, true); AnimCurveFbxProp.ModifyFlag(FbxPropertyFlags::eUserDefined, true); FbxAnimCurve* AnimFbxCurve = AnimCurveFbxProp.GetCurve(AnimLayer, true); AnimFbxCurve->KeyModifyBegin(); IntCustomAttributeIndices.Emplace(AttributeIndex, AnimFbxCurve); } else if (AttributeType == FFloatAnimationAttribute::StaticStruct()) { FbxProperty AnimCurveFbxProp = FbxProperty::Create(CurrentBoneNode, FbxFloatDT, TCHAR_TO_UTF8(*AttributeName.ToString())); AnimCurveFbxProp.ModifyFlag(FbxPropertyFlags::eAnimatable, true); AnimCurveFbxProp.ModifyFlag(FbxPropertyFlags::eUserDefined, true); FbxAnimCurve* AnimFbxCurve = AnimCurveFbxProp.GetCurve(AnimLayer, true); AnimFbxCurve->KeyModifyBegin(); FloatCustomAttributeIndices.Emplace(AttributeIndex, AnimFbxCurve); } else if (AttributeType == FStringAnimationAttribute::StaticStruct()) { FbxProperty AnimCurveFbxProp = FbxProperty::Create(CurrentBoneNode, FbxStringDT, TCHAR_TO_UTF8(*AttributeName.ToString())); AnimCurveFbxProp.ModifyFlag(FbxPropertyFlags::eUserDefined, true); // String attributes can't be keyed, simply set a normal value. FStringAnimationAttribute EvaluatedAttribute = Attribute.Curve.Evaluate(0.f); FbxString FbxValueString(TCHAR_TO_UTF8(*EvaluatedAttribute.Value)); AnimCurveFbxProp.Set(FbxValueString); } else { ensureMsgf(false, TEXT("Trying to export unsupported custom attribte (float, int32 and FString are currently supported)")); } for (TPair& CurrentAttributeCurve : FloatCustomAttributeIndices) { const FAnimatedBoneAttribute* FloatAttributePtr = CustomAttributes[CurrentAttributeCurve.Key]; ensure(FloatAttributePtr->Identifier.GetType() == FFloatAnimationAttribute::StaticStruct()); FFloatAnimationAttribute EvaluatedAttribute = FloatAttributePtr->Curve.Evaluate(AnimTime); int32 KeyIndex = CurrentAttributeCurve.Value->KeyAdd(ExportTime); CurrentAttributeCurve.Value->KeySetValue(KeyIndex, EvaluatedAttribute.Value); } for (TPair& CurrentAttributeCurve : IntCustomAttributeIndices) { const FAnimatedBoneAttribute* IntAttributePtr = CustomAttributes[CurrentAttributeCurve.Key]; ensure(IntAttributePtr->Identifier.GetType() == FIntegerAnimationAttribute::StaticStruct()); FIntegerAnimationAttribute EvaluatedAttribute = IntAttributePtr->Curve.Evaluate< FIntegerAnimationAttribute>(AnimTime); int32 KeyIndex = CurrentAttributeCurve.Value->KeyAdd(ExportTime); CurrentAttributeCurve.Value->KeySetValue(KeyIndex, static_cast(EvaluatedAttribute.Value)); } } } auto MarkCurveEnd = [](auto& CurvesArray) { for (auto& CurvePair : CurvesArray) { CurvePair.Value->KeyModifyEnd(); } }; MarkCurveEnd(FloatCustomAttributeIndices); MarkCurveEnd(IntCustomAttributeIndices); } } CorrectAnimTrackInterpolation(BoneNodes, AnimLayer); } } // namespace UnFbx