diff --git a/03-UnrealEngine/Editor/FBXAnimation导入&导出逻辑.md b/03-UnrealEngine/Editor/FBXAnimation导入&导出逻辑.md index e43a3d9..95071d7 100644 --- a/03-UnrealEngine/Editor/FBXAnimation导入&导出逻辑.md +++ b/03-UnrealEngine/Editor/FBXAnimation导入&导出逻辑.md @@ -181,12 +181,20 @@ UAnimSequence * DestSeq = Cast(Object); //设置骨骼 DestSeq->SetSkeleton(Skeleton); -//设置文件帧率率与重采样率 +//设置文件帧率率与重采样率,修改帧率记得调用IAnimationDataController.OpenBracket()、NotifyPopulated()、CloseBracket() +IAnimationDataController& AnimationDataController = AnimSequence->GetController(); + +AnimationDataController.OpenBracket(FText::FromString("Importing Animation")); DestSeq->ImportFileFramerate = GetOriginalFbxFramerate(); DestSeq->ImportResampleFramerate = ResampleRate; + +AnimationDataController.SetFrameRate(FFrameRate(AnimSequencesFPS,1)); +AnimationDataController.SetPlayLength(FacialTime); +AnimationDataController.NotifyPopulated(); +AnimationDataController.CloseBracket(); ``` -## 导入Curve相关逻辑 +### 导入Curve相关逻辑 1. UnFbx::FFbxImporter::ImportAnimation() 2. UnFbx::FFbxImporter::ImportBlendShapeCurves() 3. UnFbx::FFbxImporter::ImportCurveToAnimSequence() => UnFbx::FFbxImporter::ImportCurve()