--- title: UE5动画重定向笔记 date: 2023-08-18 18:08:12 excerpt: tags: rating: ⭐ --- # ConvertAnimation() 主要逻辑位于`UAnimationEditorUtilityLibrary::ConvertAnimation()`或者`FIKRetargetBatchOperation::ConvertAnimation()`。核心重定向逻辑为`UIKRetargetProcessor::RunRetargeter()`。 ## RunRootRetarget() FRootRetargeter::EncodePose(): 取得输入的根骨骼Transform数据并给`FRootSource Source`赋值。 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() # UIKRetargetProcessor # FBX SDK setup for Qt 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 ``` # 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`。 使用Ansii方式输出就可以使用vscode直接查看内部数据结构。 - GlobalMaterial:世界坐标矩阵 - LocalMaterial:相对空间矩阵 ## 动画 - 动画堆栈 ( `FbxAnimStack`):每一个**AnimStack**可以视为一个镜头,包含多个**FbxAnimLayer**。 - 动画层 ( `FbxAnimLayer`):每个**AnimLayer**中可以包含多个**FbxAnimCurve**。 - 动画曲线节点 ( `FbxAnimCurveNode`) - 动画曲线 ( `FbxAnimCurve`) :动画以曲线的方式存在。可以针对骨骼的Location、Rotation分别添加曲线。 - 动画曲线关键点 ( `FbxAnimCurveKey`):动画关键帧。 每个动画数据都存在对应的节点的属性中(Maya中可以给Shape的属性K帧),可以通过类似`lAnimCurve = pNode->LclTranslation.GetCurve(pAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y);`的方式取得动画曲线。 UE导出的FBX相关属性为: ```json AnimationStack: 1767515526080, "AnimStack::Unreal Take", "" { Properties70: { P: "Description", "KString", "", "", "Animation Take for Unreal." P: "LocalStop", "KTime", "Time", "",183205094709 } } AnimationLayer: 1770224712128, "AnimLayer::Base Layer", "" { } NodeAttribute: 1767517959504, "NodeAttribute::Root", "Root" { TypeFlags: "Null", "Skeleton", "Root" } NodeAttribute: 1767517960848, "NodeAttribute::Pelvis", "LimbNode" { TypeFlags: "Skeleton" } NodeAttribute: 1767517959696, "NodeAttribute::L_Hip", "LimbNode" { TypeFlags: "Skeleton" } NodeAttribute: 1767517960080, "NodeAttribute::L_Knee", "LimbNode" { TypeFlags: "Skeleton" } AnimationCurve: 1770213770432, "AnimCurve::", "" { Default: 0 KeyVer: 4009 KeyTime: *120 { a: 0,1539538600,3079077200,4618615800,6158154400,7697693000,9237231600,10776770200,12316308800,13855847400,15395386000,16934924600,18474463200,20014001800,21553540400,23093079000,24632617600,26172156200,27711694800,29251233400,30790772000,32330310600,33869849200,35409387800,36948926400,38488465000,40028003600,41567542200,43107080800,44646619400,46186158000,47725696600,49265235200,50804773800,52344312400,53883851000,55423389600,56962928200,58502466800,60042005400,61581544000,63121082600,64660621200,66200159800,67739698400,69279237000,70818775600,72358314200,73897852800,75437391400,76976930000,78516468600,80056007200,81595545800,83135084400,84674623000,86214161600,87753700200,89293238800,90832777400,92372316000,93911854600,95451393200,96990931800,98530470400,100070009000,101609547600,103149086200,104688624800,106228163400,107767702000,109307240600,110846779200,112386317800,113925856400,115465395000,117004933600,118544472200,120084010800,121623549400,123163088000,124702626600,126242165200,127781703800,129321242400,130860781000,132400319600,133939858200,135479396800,137018935400,138558474000,140098012600,141637551200,143177089800,144716628400,146256167000,147795705600,149335244200,150874782800,152414321400,153953860000,155493398600,157032937200,158572475800,160112014400,161651553000,163191091600,164730630200,166270168800,167809707400,169349246000,170888784600,172428323200,173967861800,175507400400,177046939000,178586477600,180126016200,181665554800,183205093400 } KeyValueFloat: *120 { a: -0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0 } ;KeyAttrFlags: Cubic|TangeantAuto|GenericTimeIndependent, Constant|ConstantStandard KeyAttrFlags: *2 { a: 8456,8194 } ;KeyAttrDataFloat: RightAuto:0, NextLeftAuto:0; RightSlope:0, NextLeftSlope:0, RightWeight:0.333333, NextLeftWeight:0.333333, RightVelocity:0, NextLeftVelocity:0 KeyAttrDataFloat: *8 { a: 0,0,218434821,0,0,0,218434821,0 } KeyAttrRefCount: *2 { a: 119,1 } } AnimationCurve: 1770213768992, "AnimCurve::", "" { Default: 0 KeyVer: 4009 KeyTime: *120 { a: 0,1539538600,3079077200,4618615800,6158154400,7697693000,9237231600,10776770200,12316308800,13855847400,15395386000,16934924600,18474463200,20014001800,21553540400,23093079000,24632617600,26172156200,27711694800,29251233400,30790772000,32330310600,33869849200,35409387800,36948926400,38488465000,40028003600,41567542200,43107080800,44646619400,46186158000,47725696600,49265235200,50804773800,52344312400,53883851000,55423389600,56962928200,58502466800,60042005400,61581544000,63121082600,64660621200,66200159800,67739698400,69279237000,70818775600,72358314200,73897852800,75437391400,76976930000,78516468600,80056007200,81595545800,83135084400,84674623000,86214161600,87753700200,89293238800,90832777400,92372316000,93911854600,95451393200,96990931800,98530470400,100070009000,101609547600,103149086200,104688624800,106228163400,107767702000,109307240600,110846779200,112386317800,113925856400,115465395000,117004933600,118544472200,120084010800,121623549400,123163088000,124702626600,126242165200,127781703800,129321242400,130860781000,132400319600,133939858200,135479396800,137018935400,138558474000,140098012600,141637551200,143177089800,144716628400,146256167000,147795705600,149335244200,150874782800,152414321400,153953860000,155493398600,157032937200,158572475800,160112014400,161651553000,163191091600,164730630200,166270168800,167809707400,169349246000,170888784600,172428323200,173967861800,175507400400,177046939000,178586477600,180126016200,181665554800,183205093400 } KeyValueFloat: *120 { a: 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 } ;KeyAttrFlags: Cubic|TangeantAuto|GenericTimeIndependent, Constant|ConstantStandard KeyAttrFlags: *2 { a: 8456,8194 } ;KeyAttrDataFloat: RightAuto:0, NextLeftAuto:0; RightSlope:0, NextLeftSlope:0, RightWeight:0.333333, NextLeftWeight:0.333333, RightVelocity:0, NextLeftVelocity:0 KeyAttrDataFloat: *8 { a: 0,0,218434821,0,0,0,218434821,0 } KeyAttrRefCount: *2 { a: 119,1 } } ``` 添加动画关键帧的方式 ```c++ FbxAnimCurve* lCurve = lRoot->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true); if (lCurve) { lCurve->KeyModifyBegin(); lTime.SetSecondDouble(0.0); //添加时间 lKeyIndex = lCurve->KeyAdd(lTime); //添加数值与插值模式 lCurve->KeySetValue(lKeyIndex, 0.0); lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic); lTime.SetSecondDouble(1.0); lKeyIndex = lCurve->KeyAdd(lTime); lCurve->KeySetValue(lKeyIndex, 45.0); lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic); lTime.SetSecondDouble(2.0); lKeyIndex = lCurve->KeyAdd(lTime); lCurve->KeySetValue(lKeyIndex, -45.0); lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic); lTime.SetSecondDouble(3.0); lKeyIndex = lCurve->KeyAdd(lTime); lCurve->KeySetValue(lKeyIndex, 0.0); lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic); lCurve->KeyModifyEnd(); } ``` ### BindPose 遍历所有节点,并对取得GlobalTransform矩阵,最后添加到Pose里。 ```c++ // Now create a bind pose with the link list if (lClusteredFbxNodes.GetCount()) { // A pose must be named. Arbitrarily use the name of the patch node. FbxPose* lPose = FbxPose::Create(pScene,pPatch->GetName()); // default pose type is rest pose, so we need to set the type as bind pose lPose->SetIsBindPose(true); for (i=0; iEvaluateGlobalTransform(); lPose->Add(lKFbxNode, lBindMatrix); } // Add the pose to the scene pScene->AddPose(lPose); } ``` ### ResetPose ```c++ void StoreRestPose(FbxScene* pScene, FbxNode* pSkeletonRoot) { // This example show an arbitrary rest pose assignment. // This rest pose will set the bone rotation to the same value // as time 1 second in the first stack of animation, but the // position of the bone will be set elsewhere in the scene. FbxString lNodeName; FbxNode* lKFbxNode; FbxMatrix lTransformMatrix; FbxVector4 lT,lR,lS(1.0, 1.0, 1.0); // Create the rest pose FbxPose* lPose = FbxPose::Create(pScene,"A Bind Pose"); // Set the skeleton root node to the global position (10, 10, 10) // and global rotation of 45deg along the Z axis. lT.Set(10.0, 10.0, 10.0); lR.Set( 0.0, 0.0, 45.0); lTransformMatrix.SetTRS(lT, lR, lS); // 添加Root骨骼矩阵到Pose中 lKFbxNode = pSkeletonRoot; lPose->Add(lKFbxNode, lTransformMatrix, false /*GlobalMatrix*/); // Set the lLimbNode1 node to the local position of (0, 40, 0) // and local rotation of -90deg along the Z axis. This show that // you can mix local and global coordinates in a rest pose. lT.Set(0.0, 40.0, 0.0); lR.Set(0.0, 0.0, -90.0); lTransformMatrix.SetTRS(lT, lR, lS); // 添加第二个骨骼节点到Pose中 lKFbxNode = lKFbxNode->GetChild(0); lPose->Add(lKFbxNode, lTransformMatrix, true /*LocalMatrix*/); // Set the lLimbNode2 node to the local position of (0, 40, 0) // and local rotation of 45deg along the Z axis. lT.Set(0.0, 40.0, 0.0); lR.Set(0.0, 0.0, 45.0); lTransformMatrix.SetTRS(lT, lR, lS); // Add the skeleton second node to the pose lKFbxNode = lKFbxNode->GetChild(0); lNodeName = lKFbxNode->GetName(); lPose->Add(lKFbxNode, lTransformMatrix, true /*LocalMatrix*/); // Now add the pose to the scene pScene->AddPose(lPose); } ``` ## GlobalSettings 场景的轴系统、系统单位、环境照明和时间设置可以通过`FbxScene::GetGlobalSettings()`获取FbxGlobalSettings来进行定义。