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https://github.com/aelurum/AssetStudio.git
synced 2025-07-18 03:24:15 -04:00
Implemented BlendShape export
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@ -96,7 +96,7 @@ namespace AssetStudio
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}
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pBindPose = FbxPose::Create(pScene, "BindPose");
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pBindPose->SetIsBindPose(true);
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pScene->AddPose(pBindPose);
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frameToNode = gcnew Dictionary<ImportedFrame^, size_t>();
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meshFrames = imported->MeshList != nullptr ? gcnew List<ImportedFrame^>() : nullptr;
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@ -173,13 +173,25 @@ namespace AssetStudio
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if (frameToNode->TryGetValue(frame, pointer))
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{
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auto pNode = (FbxNode*)pointer;
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if (allBones || bonePaths->Contains(frame->Path))
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if (allBones)
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{
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FbxSkeleton* pJoint = FbxSkeleton::Create(pScene, "");
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pJoint->Size.Set(FbxDouble(boneSize));
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pJoint->SetSkeletonType(FbxSkeleton::eLimbNode);
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pNode->SetNodeAttribute(pJoint);
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}
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else if (bonePaths->Contains(frame->Path))
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{
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FbxSkeleton* pJoint = FbxSkeleton::Create(pScene, "");
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pJoint->Size.Set(FbxDouble(boneSize));
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pJoint->SetSkeletonType(FbxSkeleton::eLimbNode);
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pNode->SetNodeAttribute(pJoint);
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pJoint = FbxSkeleton::Create(pScene, "");
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pJoint->Size.Set(FbxDouble(boneSize));
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pJoint->SetSkeletonType(FbxSkeleton::eLimbNode);
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pNode->GetParent()->SetNodeAttribute(pJoint);
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}
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else
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{
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FbxNull* pNull = FbxNull::Create(pScene, "");
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@ -344,7 +356,7 @@ namespace AssetStudio
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}
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}
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FbxMesh* pMesh = FbxMesh::Create(pScene, "");
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FbxMesh* pMesh = FbxMesh::Create(pScene, pFrameNode->GetName());
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pFrameNode->SetNodeAttribute(pMesh);
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int vertexCount = 0;
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@ -755,6 +767,42 @@ namespace AssetStudio
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eulerFilter->SetQualityTolerance(filterPrecision);
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eulerFilter->Apply(lCurve, 3);
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}
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//BlendShape
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if (keyframeList->BlendShape != nullptr)
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{
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FbxString channelName;
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WITH_MARSHALLED_STRING
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(
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pClipName,
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keyframeList->BlendShape->ChannelName,
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channelName = FbxString(pClipName);
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);
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auto lGeometry = (FbxGeometry*)pNode->GetNodeAttribute();
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FbxBlendShape* lBlendShape = (FbxBlendShape*)lGeometry->GetDeformer(0, FbxDeformer::eBlendShape);
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int lBlendShapeChannelCount = lBlendShape->GetBlendShapeChannelCount();
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for (int lChannelIndex = 0; lChannelIndex < lBlendShapeChannelCount; ++lChannelIndex)
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{
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FbxBlendShapeChannel* lChannel = lBlendShape->GetBlendShapeChannel(lChannelIndex);
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FbxString lChannelName = lChannel->GetNameOnly();
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if (lChannelName == channelName)
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{
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FbxAnimCurve* lAnimCurve = lGeometry->GetShapeChannel(0, lChannelIndex, lAnimLayer, true);
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lAnimCurve->KeyModifyBegin();
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for each (auto keyframe in keyframeList->BlendShape->Keyframes)
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{
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lTime.SetSecondDouble(keyframe->time);
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int lKeyIndex = lAnimCurve->KeyAdd(lTime);
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lAnimCurve->KeySetValue(lKeyIndex, keyframe->value);
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lAnimCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
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}
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lAnimCurve->KeyModifyEnd();
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}
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}
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}
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}
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}
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}
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@ -773,7 +821,7 @@ namespace AssetStudio
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FbxNode* pNode = (FbxNode*)frameToNode[frame];
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FbxMesh* pMesh = pNode->GetMesh();
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FbxBlendShape* lBlendShape = FbxBlendShape::Create(pScene, pNode->GetName());
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FbxBlendShape* lBlendShape = FbxBlendShape::Create(pScene, pMesh->GetNameOnly() + FbxString("BlendShape"));
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pMesh->AddDeformer(lBlendShape);
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for (int i = 0; i < morph->Channels->Count; i++)
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@ -791,7 +839,7 @@ namespace AssetStudio
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for each(ImportedMorphKeyframe^ keyframe in channel->KeyframeList)
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{
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FbxShape* lShape = FbxShape::Create(pScene, "");
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FbxShape* lShape = FbxShape::Create(pScene, FbxString(keyframe->Weight));
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lBlendShapeChannel->AddTargetShape(lShape, keyframe->Weight);
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auto vectorCount = pMesh->GetControlPointsCount();
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