BlueRoseNote/03-UnrealEngine/Animation/UE5动画重定向笔记.md

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---
title: UE5动画重定向笔记
date: 2023-08-18 18:08:12
excerpt:
tags:
rating: ⭐
---
# ConvertAnimation()
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主要逻辑位于`UAnimationEditorUtilityLibrary::ConvertAnimation()`或者`FIKRetargetBatchOperation::ConvertAnimation()`。核心重定向逻辑为`UIKRetargetProcessor::RunRetargeter()`
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## RunRootRetarget()
FRootRetargeter::EncodePose():
取得输入的根骨骼Transform数据并给`FRootSource Source`赋值。
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FRootRetargeter::DecodePose():
```c++
// InitialTransform 为重定向Pose计算出的数值通过比值计算出Target的Current数值
const FTransform InitialTransform = SourceSkeleton.RetargetGlobalPose[Source.BoneIndex];
float InitialHeight = InitialTransform.GetTranslation().Z;
Source.InitialHeightInverse = 1.0f / InitialHeight;
Source.CurrentPositionNormalized = Source.CurrentPosition * Source.InitialHeightInverse;
// generate basic retarget root position by scaling the normalized position by root height
const FVector RetargetedPosition = Source.CurrentPositionNormalized * Target.InitialHeight;
```
## RunFKRetarget()
FChainEncoderFK::EncodePose():
从骨骼链拷贝全局输入到CurrentGlobalTransforms
FChainDecoderFK::DecodePose():
## RunIKRetarget()
## RunPoleVectorMatching()
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# UIKRetargetProcessor
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# FBX SDK setup for Qt
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https://help.autodesk.com/view/FBX/2020/ENU/?guid=FBX_Developer_Help_welcome_to_the_fbx_sdk_html
使用之前建议**仔细查看文档**。FBX Sdk有三种库分别为动态链接库(dll + lib)、静态链接库(/MD)、静态链接库(/MT)。
- 动态链接库使用Qt的导入库功能导入动态库之后只需要再添加一行`DEFINES += FBXSDK_SHARED`即可。例如:
```qmake
QT += core gui
greaterThan(QT_MAJOR_VERSION, 4): QT += widgets
CONFIG += c++17
DEFINES += FBXSDK_SHARED
# You can make your code fail to compile if it uses deprecated APIs.
# In order to do so, uncomment the following line.
#DEFINES += QT_DISABLE_DEPRECATED_BEFORE=0x060000 # disables all the APIs deprecated before Qt 6.0.0
SOURCES += \
Common/Common.cpp \
main.cpp \
mainwindow.cpp
HEADERS += \
Common/Common.h \
mainwindow.h
FORMS += \
mainwindow.ui
# Default rules for deployment.
qnx: target.path = /tmp/$${TARGET}/bin
else: unix:!android: target.path = /opt/$${TARGET}/bin
!isEmpty(target.path): INSTALLS += target
win32:CONFIG(release, debug|release): LIBS += -L$$PWD/FBXSdk/lib/vs2022/x64/release/ -llibfbxsdk
else:win32:CONFIG(debug, debug|release): LIBS += -L$$PWD/FBXSdk/lib/vs2022/x64/debug/ -llibfbxsdk
INCLUDEPATH += $$PWD/FBXSdk/lib/vs2022/x64/debug
DEPENDPATH += $$PWD/FBXSdk/lib/vs2022/x64/debug
INCLUDEPATH += $$PWD/FBXSdk/include
```
- 静态链接库(/MD)使用Qt的导入库功能导入静态库之后
- 静态链接库(/MT)使用Qt的导入库功能导入静态库之后
## Qt相关设置添加
https://blog.csdn.net/libaineu2004/article/details/105718847
Qt在pro中设置运行时库MT、MTd、MD、MDd重点关注QMAKE_CFLAGS
多线程调试Dll (/MDd) 对应的是MD_DynamicDebug
多线程Dll (/MD) 对应的是MD_DynamicRelease
多线程(/MT) 对应的是MD_StaticRelease
多线程(/MTd)对应的是MD_StaticDebug
##  /NODEFAULTLIB:library
```cpp
win32:CONFIG(release, debug|release): LIBS += -L$$PWD/../LIBRARYNAME/Lib/ -lLIBRARY /NODEFAULTLIB:library
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```
# FBX结构
![](https://help.autodesk.com/cloudhelp/2020/ENU/FBX-Developer-Help/images/scene_org.png)
FBX SDK场景图是通过`FbxScene`类抽象出来的。场景被组织为节点层次结构 ( `FbxNode`)。场景的根节点通过 访问`FbxScene::GetRootNode()`。场景元素(例如网格、灯光或相机)是通过将`FbxNode`与 的子类组合来定义的`FbxNodeAttribute`
## 动画