vault backup: 2024-01-18 11:47:31
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@ -181,12 +181,20 @@ UAnimSequence * DestSeq = Cast<UAnimSequence>(Object);
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//设置骨骼
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//设置骨骼
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DestSeq->SetSkeleton(Skeleton);
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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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//设置文件帧率率与重采样率,修改帧率记得调用IAnimationDataController.OpenBracket()、NotifyPopulated()、CloseBracket()
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IAnimationDataController& AnimationDataController = AnimSequence->GetController();
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AnimationDataController.OpenBracket(FText::FromString("Importing Animation"));
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DestSeq->ImportFileFramerate = GetOriginalFbxFramerate();
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DestSeq->ImportFileFramerate = GetOriginalFbxFramerate();
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DestSeq->ImportResampleFramerate = ResampleRate;
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DestSeq->ImportResampleFramerate = ResampleRate;
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AnimationDataController.SetFrameRate(FFrameRate(AnimSequencesFPS,1));
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AnimationDataController.SetPlayLength(FacialTime);
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AnimationDataController.NotifyPopulated();
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AnimationDataController.CloseBracket();
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```
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```
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## 导入Curve相关逻辑
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### 导入Curve相关逻辑
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1. UnFbx::FFbxImporter::ImportAnimation()
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1. UnFbx::FFbxImporter::ImportAnimation()
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2. UnFbx::FFbxImporter::ImportBlendShapeCurves()
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2. UnFbx::FFbxImporter::ImportBlendShapeCurves()
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3. UnFbx::FFbxImporter::ImportCurveToAnimSequence() => UnFbx::FFbxImporter::ImportCurve()
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3. UnFbx::FFbxImporter::ImportCurveToAnimSequence() => UnFbx::FFbxImporter::ImportCurve()
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