236 lines
8.1 KiB
Markdown
236 lines
8.1 KiB
Markdown
---
|
||
title: FBXAnimation导入逻辑
|
||
date: 2023-12-11 11:28:36
|
||
excerpt:
|
||
tags:
|
||
rating: ⭐
|
||
---
|
||
# BVHImport插件中的案例
|
||
```c++
|
||
UObject* UBVHImportFactory::FactoryCreateFile(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, const FString& FileName, const TCHAR* Parms, FFeedbackContext* Warn, bool& bOutOperationCanceled)
|
||
{
|
||
if (!shouldImport) {
|
||
return nullptr;
|
||
}
|
||
bool fileSuccess = BVHFile.ImportData(TCHAR_TO_ANSI(*FileName));
|
||
|
||
const bool bIsUnattended = (IsAutomatedImport()
|
||
|| FApp::IsUnattended()
|
||
|| IsRunningCommandlet()
|
||
|| GIsRunningUnattendedScript);
|
||
|
||
// Check if it's a re-import
|
||
if (InParent != nullptr)
|
||
{
|
||
UObject* ExistingObject = StaticFindObject(UObject::StaticClass(), InParent, *InName.ToString());
|
||
if (ExistingObject)
|
||
{
|
||
//reimport逻辑略
|
||
}
|
||
}
|
||
|
||
if (fileSuccess)
|
||
{
|
||
UAnimSequence* AnimSequence = NewObject<UAnimSequence>(InParent, InName, Flags & ~EObjectFlags::RF_Transactional);
|
||
if (Skeleton == NULL) {
|
||
//创建骨骼资产略
|
||
}
|
||
else {
|
||
AnimSequence->SetSkeleton(Skeleton);//Skeleton bvhSkel
|
||
AnimSequence->SetPreviewMesh(PreviewMesh);
|
||
}
|
||
ExtractAnimDataFromBVHFile(AnimSequence);
|
||
return AnimSequence;
|
||
|
||
}
|
||
return nullptr;
|
||
|
||
}
|
||
```
|
||
|
||
```c++
|
||
void UBVHImportFactory::ExtractAnimDataFromBVHFile(UAnimSequence* AnimSequence) {
|
||
if (AnimSequence)
|
||
{
|
||
// create animation
|
||
IAnimationDataController& Controller = AnimSequence->GetController();
|
||
Controller.OpenBracket(LOCTEXT("ImportBVHAnimation", "Importing BVH Animation"));
|
||
Controller.ResetModel();
|
||
|
||
// Write animation data into animation sequence.
|
||
// Extract transform of hip to create root motion.
|
||
const FReferenceSkeleton& RefSkeleton = AnimSequence->GetSkeleton()->GetReferenceSkeleton();
|
||
const FName RootName = RefSkeleton.GetBoneName(0);
|
||
const int32 NumOfKeys = BVHFile.Root->FrameOffset.Num();
|
||
|
||
AnimSequence->ImportFileFramerate = (float)BVHFile.Header.DataRate;
|
||
AnimSequence->ImportResampleFramerate = BVHFile.Header.DataRate;
|
||
|
||
Controller.SetPlayLength(float(NumOfKeys - 1) / (float)BVHFile.Header.DataRate);
|
||
Controller.SetFrameRate(FFrameRate(BVHFile.Header.DataRate, 1));
|
||
|
||
RecursiveReadKeysFromNode(Controller, BVHFile.Root.Get());
|
||
|
||
Controller.NotifyPopulated();
|
||
Controller.CloseBracket();
|
||
|
||
AnimSequence->AdditiveAnimType = EAdditiveAnimationType::AAT_None;
|
||
AnimSequence->PostEditChange();
|
||
FAssetRegistryModule::AssetCreated(AnimSequence);
|
||
AnimSequence->MarkPackageDirty();
|
||
}
|
||
}
|
||
```
|
||
|
||
```c++
|
||
void UBVHImportFactory::RecursiveReadKeysFromNode(IAnimationDataController& Controller, FNode* Node)
|
||
{
|
||
if (Node)
|
||
{
|
||
Controller.AddBoneTrack(Node->Name,false);
|
||
Controller.SetBoneTrackKeys(Node->Name, Node->FrameOffset, Node->FrameQuat, Node->FrameScale,false);
|
||
if (Node->Children.Num() > 0)
|
||
{
|
||
for (NodePtr Child : Node->Children)
|
||
{
|
||
RecursiveReadKeysFromNode(Controller, Child.Get());
|
||
}
|
||
}
|
||
}
|
||
}
|
||
```
|
||
|
||
# UE5中使用FBXSDK导入动画逻辑
|
||
- UAnimSequence * UEditorEngine::ImportFbxAnimation
|
||
- UAnimSequence * UnFbx::FFbxImporter::ImportAnimations
|
||
|
||
UE5中FBXSDK相关函数调用方式:
|
||
- bool FFbxImporter::OpenFile(FString Filename)
|
||
- bool FFbxImporter::ImportFile(FString Filename, bool bPreventMaterialNameClash /*=false*/)
|
||
|
||
# 参考
|
||
1. Interchange\\Runtime\\Source\\Parsers
|
||
1. InterchangeFbxParser.Build.cs
|
||
2. FbxInclude.h:FBXSDK头文件包含问题。
|
||
|
||
# UE5中使用FBXSDK导出动画逻辑
|
||
1. FFbxExporter::ExportSkeletalMeshToFbx => FFbxExporter::ExportAnimSequence => FFbxExporter::ExportAnimSequenceToFbx
|
||
2. FFbxExporter::CorrectAnimTrackInterpolation
|
||
|
||
直接导出会有问题,所以UE在这里做了一步Correct:
|
||
```c++
|
||
// The curve code doesn't differentiate between angles and other data, so an interpolation from 179 to -179
|
||
// will cause the bone to rotate all the way around through 0 degrees. So here we make a second pass over the
|
||
// rotation tracks to convert the angles into a more interpolation-friendly format.
|
||
FFbxExporter::CorrectAnimTrackInterpolation()
|
||
{
|
||
void FFbxExporter::CorrectAnimTrackInterpolation( TArray<FbxNode*>& BoneNodes, FbxAnimLayer* InAnimLayer )
|
||
{
|
||
// Add the animation data to the bone nodes
|
||
for(int32 BoneIndex = 0; BoneIndex < BoneNodes.Num(); ++BoneIndex)
|
||
{
|
||
FbxNode* CurrentBoneNode = BoneNodes[BoneIndex];
|
||
|
||
// Fetch the AnimCurves
|
||
FbxAnimCurve* Curves[3];
|
||
Curves[0] = CurrentBoneNode->LclRotation.GetCurve(InAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
|
||
Curves[1] = CurrentBoneNode->LclRotation.GetCurve(InAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
|
||
Curves[2] = CurrentBoneNode->LclRotation.GetCurve(InAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
|
||
|
||
for(int32 CurveIndex = 0; CurveIndex < 3; ++CurveIndex)
|
||
{
|
||
FbxAnimCurve* CurrentCurve = Curves[CurveIndex];
|
||
CurrentCurve->KeyModifyBegin();
|
||
|
||
float CurrentAngleOffset = 0.f;
|
||
for(int32 KeyIndex = 1; KeyIndex < CurrentCurve->KeyGetCount(); ++KeyIndex)
|
||
{
|
||
float PreviousOutVal = CurrentCurve->KeyGetValue( KeyIndex-1 );
|
||
float CurrentOutVal = CurrentCurve->KeyGetValue( KeyIndex );
|
||
|
||
float DeltaAngle = (CurrentOutVal + CurrentAngleOffset) - PreviousOutVal;
|
||
|
||
if(DeltaAngle >= 180)
|
||
{
|
||
CurrentAngleOffset -= 360;
|
||
}
|
||
else if(DeltaAngle <= -180)
|
||
{
|
||
CurrentAngleOffset += 360;
|
||
}
|
||
|
||
CurrentOutVal += CurrentAngleOffset;
|
||
|
||
CurrentCurve->KeySetValue(KeyIndex, CurrentOutVal);
|
||
}
|
||
|
||
CurrentCurve->KeyModifyEnd();
|
||
}
|
||
}
|
||
}
|
||
```
|
||
|
||
## AnimSequence生成逻辑
|
||
```c++
|
||
//创建UAnimSequence
|
||
FString ParentPath = FString::Printf(TEXT("%s/%s"), *FPackageName::GetLongPackagePath(*Outer->GetName()), *SequenceName);
|
||
UObject* ParentPackage = CreatePackage( *ParentPath);
|
||
UObject* Object = LoadObject<UObject>(ParentPackage, *SequenceName, NULL, (LOAD_Quiet | LOAD_NoWarn), NULL);
|
||
UAnimSequence * DestSeq = Cast<UAnimSequence>(Object);
|
||
|
||
//设置骨骼
|
||
DestSeq->SetSkeleton(Skeleton);
|
||
|
||
//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
|
||
1. UnFbx::FFbxImporter::ImportAnimation()
|
||
2. UnFbx::FFbxImporter::ImportBlendShapeCurves()
|
||
3. UnFbx::FFbxImporter::ImportCurveToAnimSequence() => UnFbx::FFbxImporter::ImportCurve()
|
||
|
||
## 异步机制改进
|
||
```c++
|
||
void URuntimeAudioImporterLibrary::ImportAudioFromFile(const FString& FilePath, ERuntimeAudioFormat AudioFormat)
|
||
{
|
||
AsyncTask(ENamedThreads::AnyBackgroundHiPriTask, [WeakThis = TWeakObjectPtr<URuntimeAudioImporterLibrary>(this), FilePath, AudioFormat]() mutable
|
||
{
|
||
if (!WeakThis.IsValid())
|
||
{ UE_LOG(LogRuntimeAudioImporter, Error, TEXT("Failed to import audio from file '%s' because the RuntimeAudioImporterLibrary object has been destroyed"), *FilePath);
|
||
return;
|
||
}
|
||
FGCObjectScopeGuard Guard(WeakThis.Get());
|
||
|
||
if (!FPaths::FileExists(FilePath))
|
||
{ WeakThis->OnResult_Internal(nullptr, ERuntimeImportStatus::AudioDoesNotExist);
|
||
return;
|
||
}
|
||
AudioFormat = AudioFormat == ERuntimeAudioFormat::Auto ? GetAudioFormat(FilePath) : AudioFormat;
|
||
AudioFormat = AudioFormat == ERuntimeAudioFormat::Invalid ? ERuntimeAudioFormat::Auto : AudioFormat;
|
||
|
||
TArray64<uint8> AudioBuffer;
|
||
if (!LoadAudioFileToArray(AudioBuffer, *FilePath))
|
||
{ WeakThis->OnResult_Internal(nullptr, ERuntimeImportStatus::LoadFileToArrayError);
|
||
return;
|
||
}
|
||
WeakThis->ImportAudioFromBuffer(MoveTemp(AudioBuffer), AudioFormat);
|
||
});}
|
||
```
|
||
|
||
# 其他导入代码
|
||
```c++
|
||
USoundWave* FFacialAnimationImportItem::ImportSoundWave(const FString& InSoundWavePackageName, const FString& InSoundWaveAssetName, const FString& InWavFilename) const
|
||
{
|
||
|
||
}
|
||
``` |