BlueRoseNote/03-UnrealEngine/Editor/FBXAnimation导入逻辑.md

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---
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.hFBXSDK头文件包含问题。