vault backup: 2024-01-16 16:50:59
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@ -170,6 +170,22 @@ void FFbxExporter::CorrectAnimTrackInterpolation( TArray<FbxNode*>& BoneNodes, F
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}
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```
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## AnimSequence生成逻辑
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```c++
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//创建UAnimSequence
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FString ParentPath = FString::Printf(TEXT("%s/%s"), *FPackageName::GetLongPackagePath(*Outer->GetName()), *SequenceName);
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UObject* ParentPackage = CreatePackage( *ParentPath);
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UObject* Object = LoadObject<UObject>(ParentPackage, *SequenceName, NULL, (LOAD_Quiet | LOAD_NoWarn), NULL);
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UAnimSequence * DestSeq = Cast<UAnimSequence>(Object);
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//设置骨骼
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DestSeq->SetSkeleton(Skeleton);
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//设置文件帧率率与重采样率
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DestSeq->ImportFileFramerate = GetOriginalFbxFramerate();
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DestSeq->ImportResampleFramerate = ResampleRate;
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```
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## 导入Curve相关逻辑
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1. UnFbx::FFbxImporter::ImportAnimation()
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2. UnFbx::FFbxImporter::ImportBlendShapeCurves()
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