Beispiel #1
0
        private void SwitchToDefaultState()
        {
            currentTime = (state == defaultState) ? currentTime : 0;
            state       = defaultState;

            if (state == AnimationState.Idle)
            {
                currentClip      = AnimationIdle;
                currentEvaluator = animEvaluatorIdle;
            }
            else
            {
                currentClip      = AnimationWalk;
                currentEvaluator = animEvaluatorWalk;
            }
        }
Beispiel #2
0
        public override void Start()
        {
            base.Start();

            if (AnimationComponent == null)
            {
                throw new InvalidOperationException("The animation component is not set");
            }

            if (AnimationIdle == null)
            {
                throw new InvalidOperationException("Idle animation is not set");
            }

            if (AnimationWalk == null)
            {
                throw new InvalidOperationException("Walking animation is not set");
            }

            if (AnimationRun == null)
            {
                throw new InvalidOperationException("Running animation is not set");
            }

            if (AnimationPunch == null)
            {
                throw new InvalidOperationException("Punching animation is not set");
            }

            // By setting a custom blend tree builder we can override the default behavior of the animation system
            //  Instead, BuildBlendTree(FastList<AnimationOperation> blendStack) will be called each frame
            AnimationComponent.BlendTreeBuilder = this;

            animEvaluatorIdle  = AnimationComponent.Blender.CreateEvaluator(AnimationIdle);
            animEvaluatorWalk  = AnimationComponent.Blender.CreateEvaluator(AnimationWalk);
            animEvaluatorRun   = AnimationComponent.Blender.CreateEvaluator(AnimationRun);
            animEvaluatorPunch = AnimationComponent.Blender.CreateEvaluator(AnimationPunch);

            // Initial walk lerp
            walkLerpFactor         = 0;
            animEvaluatorWalkLerp1 = animEvaluatorIdle;
            animEvaluatorWalkLerp2 = animEvaluatorWalk;
            animationClipWalkLerp1 = AnimationIdle;
            animationClipWalkLerp2 = AnimationWalk;
        }
Beispiel #3
0
        public override void Start()
        {
            base.Start();

            if (AnimationComponent == null)
            {
                throw new InvalidOperationException("The animation component is not set");
            }

            if (AnimationIdle == null)
            {
                throw new InvalidOperationException("Idle animation is not set");
            }

            if (AnimationWalk == null)
            {
                throw new InvalidOperationException("Walking animation is not set");
            }

            if (AnimationShoot == null)
            {
                throw new InvalidOperationException("Shooting animation is not set");
            }

            if (AnimationReload == null)
            {
                throw new InvalidOperationException("Reloading animation is not set");
            }

            // By setting a custom blend tree builder we can override the default behavior of the animation system
            //  Instead, BuildBlendTree(FastList<AnimationOperation> blendStack) will be called each frame
            AnimationComponent.BlendTreeBuilder = this;

            animEvaluatorIdle   = AnimationComponent.Blender.CreateEvaluator(AnimationIdle);
            animEvaluatorWalk   = AnimationComponent.Blender.CreateEvaluator(AnimationWalk);
            animEvaluatorShoot  = AnimationComponent.Blender.CreateEvaluator(AnimationShoot);
            animEvaluatorReload = AnimationComponent.Blender.CreateEvaluator(AnimationReload);

            currentEvaluator = animEvaluatorIdle;
            currentClip      = AnimationIdle;
        }
Beispiel #4
0
        private void UpdateWalking()
        {
            if (runSpeed < WalkThreshold)
            {
                walkLerpFactor         = runSpeed / WalkThreshold;
                walkLerpFactor         = (float)Math.Sqrt(walkLerpFactor); // Idle-Walk blend looks really werid, so skew the factor towards walking
                animEvaluatorWalkLerp1 = animEvaluatorIdle;
                animEvaluatorWalkLerp2 = animEvaluatorWalk;
                animationClipWalkLerp1 = AnimationIdle;
                animationClipWalkLerp2 = AnimationWalk;
            }
            else
            {
                walkLerpFactor         = (runSpeed - WalkThreshold) / (1.0f - WalkThreshold);
                animEvaluatorWalkLerp1 = animEvaluatorWalk;
                animEvaluatorWalkLerp2 = animEvaluatorRun;
                animationClipWalkLerp1 = AnimationWalk;
                animationClipWalkLerp2 = AnimationRun;
            }

            // Use DrawTime rather than UpdateTime
            var time = Game.DrawTime;
            // This update function will account for animation with different durations, keeping a current time relative to the blended maximum duration
            long blendedMaxDuration = 0;

            blendedMaxDuration =
                (long)MathUtil.Lerp(animationClipWalkLerp1.Duration.Ticks, animationClipWalkLerp2.Duration.Ticks, walkLerpFactor);

            var currentTicks = TimeSpan.FromTicks((long)(currentTime * blendedMaxDuration));

            currentTicks = blendedMaxDuration == 0
                ? TimeSpan.Zero
                : TimeSpan.FromTicks((currentTicks.Ticks + (long)(time.Elapsed.Ticks * TimeFactor)) %
                                     blendedMaxDuration);

            currentTime = ((double)currentTicks.Ticks / (double)blendedMaxDuration);
        }
Beispiel #5
0
        public override void Start()
        {
            base.Start();

            if (AnimationComponent == null)
            {
                throw new InvalidOperationException("The animation component is not set");
            }

            if (Animation1 == null)
            {
                throw new InvalidOperationException("Animation 1 is not set");
            }

            if (Animation2 == null)
            {
                throw new InvalidOperationException("Animation 2 is not set");
            }

            AnimationComponent.BlendTreeBuilder = this;

            anim1Evaluator = AnimationComponent.Blender.CreateEvaluator(Animation1);
            anim2Evaluator = AnimationComponent.Blender.CreateEvaluator(Animation2);
        }
Beispiel #6
0
        private unsafe object ExportAnimation(ICommandContext commandContext, ContentManager contentManager, bool failOnEmptyAnimation)
        {
            // Read from model file
            var modelSkeleton = LoadSkeleton(commandContext, contentManager); // we get model skeleton to compare it to real skeleton we need to map to

            AdjustSkeleton(modelSkeleton);

            TimeSpan duration;
            var      animationClips = LoadAnimation(commandContext, contentManager, out duration);

            // Fix the animation frames
            double startFrameSeconds = StartFrame.TotalSeconds;
            double endFrameSeconds   = EndFrame.TotalSeconds;
            var    startTime         = CompressedTimeSpan.FromSeconds(-startFrameSeconds);

            foreach (var clip in animationClips)
            {
                foreach (var animationCurve in clip.Value.Curves)
                {
                    animationCurve.ShiftKeys(startTime);
                }
            }

            var durationTimeSpan = TimeSpan.FromSeconds((endFrameSeconds - startFrameSeconds));

            if (duration > durationTimeSpan)
            {
                duration = durationTimeSpan;
            }

            var animationClip = new AnimationClip {
                Duration = duration
            };

            if (animationClips.Count > 0)
            {
                AnimationClip rootMotionAnimationClip = null;

                // If root motion is explicitely enabled, or if there is no skeleton, try to find root node and apply animation directly on TransformComponent
                if ((AnimationRootMotion || SkeletonUrl == null) && modelSkeleton.Nodes.Length >= 1)
                {
                    // No skeleton, map root node only
                    // TODO: For now, it seems to be located on node 1 in FBX files. Need to check if always the case, and what happens with Assimp
                    var rootNode0 = modelSkeleton.Nodes.Length >= 1 ? modelSkeleton.Nodes[0].Name : null;
                    var rootNode1 = modelSkeleton.Nodes.Length >= 2 ? modelSkeleton.Nodes[1].Name : null;
                    if ((rootNode0 != null && animationClips.TryGetValue(rootNode0, out rootMotionAnimationClip)) ||
                        (rootNode1 != null && animationClips.TryGetValue(rootNode1, out rootMotionAnimationClip)))
                    {
                        foreach (var channel in rootMotionAnimationClip.Channels)
                        {
                            var curve = rootMotionAnimationClip.Curves[channel.Value.CurveIndex];

                            // Root motion
                            var channelName = channel.Key;
                            if (channelName.StartsWith("Transform."))
                            {
                                animationClip.AddCurve($"[TransformComponent.Key]." + channelName.Replace("Transform.", string.Empty), curve);
                            }

                            // Also apply Camera curves
                            // TODO: Add some other curves?
                            if (channelName.StartsWith("Camera."))
                            {
                                animationClip.AddCurve($"[CameraComponent.Key]." + channelName.Replace("Camera.", string.Empty), curve);
                            }
                        }
                    }
                }

                // Load asset reference skeleton
                if (SkeletonUrl != null)
                {
                    var skeleton        = contentManager.Load <Skeleton>(SkeletonUrl);
                    var skeletonMapping = new SkeletonMapping(skeleton, modelSkeleton);

                    // Process missing nodes
                    foreach (var nodeAnimationClipEntry in animationClips)
                    {
                        var nodeName          = nodeAnimationClipEntry.Key;
                        var nodeAnimationClip = nodeAnimationClipEntry.Value;
                        var nodeIndex         = modelSkeleton.Nodes.IndexOf(x => x.Name == nodeName);

                        // Node doesn't exist in skeleton? skip it
                        if (nodeIndex == -1 || skeletonMapping.SourceToSource[nodeIndex] != nodeIndex)
                        {
                            continue;
                        }

                        // Skip root motion node (if any)
                        if (nodeAnimationClip == rootMotionAnimationClip)
                        {
                            continue;
                        }

                        // Find parent node
                        var parentNodeIndex = modelSkeleton.Nodes[nodeIndex].ParentIndex;

                        if (parentNodeIndex != -1 && skeletonMapping.SourceToSource[parentNodeIndex] != parentNodeIndex)
                        {
                            // Some nodes were removed, we need to concat the anim curves
                            var currentNodeIndex = nodeIndex;
                            var nodesToMerge     = new List <Tuple <ModelNodeDefinition, AnimationBlender, AnimationClipEvaluator> >();
                            while (currentNodeIndex != -1 && currentNodeIndex != skeletonMapping.SourceToSource[parentNodeIndex])
                            {
                                AnimationClip          animationClipToMerge;
                                AnimationClipEvaluator animationClipEvaluator = null;
                                AnimationBlender       animationBlender       = null;
                                if (animationClips.TryGetValue(modelSkeleton.Nodes[currentNodeIndex].Name, out animationClipToMerge))
                                {
                                    animationBlender       = new AnimationBlender();
                                    animationClipEvaluator = animationBlender.CreateEvaluator(animationClipToMerge);
                                }
                                nodesToMerge.Add(Tuple.Create(modelSkeleton.Nodes[currentNodeIndex], animationBlender, animationClipEvaluator));
                                currentNodeIndex = modelSkeleton.Nodes[currentNodeIndex].ParentIndex;
                            }

                            // Put them in proper parent to children order
                            nodesToMerge.Reverse();

                            // Find all key times
                            // TODO: We should detect discontinuities and keep them
                            var animationKeysSet = new HashSet <CompressedTimeSpan>();

                            foreach (var node in nodesToMerge)
                            {
                                if (node.Item3 != null)
                                {
                                    foreach (var curve in node.Item3.Clip.Curves)
                                    {
                                        foreach (CompressedTimeSpan time in curve.Keys)
                                        {
                                            animationKeysSet.Add(time);
                                        }
                                    }
                                }
                            }

                            // Sort key times
                            var animationKeys = animationKeysSet.ToList();
                            animationKeys.Sort();

                            var animationOperations = new FastList <AnimationOperation>();

                            var combinedAnimationClip = new AnimationClip();

                            var translationCurve = new AnimationCurve <Vector3>();
                            var rotationCurve    = new AnimationCurve <Quaternion>();
                            var scaleCurve       = new AnimationCurve <Vector3>();

                            // Evaluate at every key frame
                            foreach (var animationKey in animationKeys)
                            {
                                var matrix = Matrix.Identity;

                                // Evaluate node
                                foreach (var node in nodesToMerge)
                                {
                                    // Needs to be an array in order for it to be modified by the UpdateEngine, otherwise it would get passed by value
                                    var modelNodeDefinitions = new ModelNodeDefinition[1] {
                                        node.Item1
                                    };

                                    if (node.Item2 != null && node.Item3 != null)
                                    {
                                        // Compute
                                        AnimationClipResult animationClipResult = null;
                                        animationOperations.Clear();
                                        animationOperations.Add(AnimationOperation.NewPush(node.Item3, animationKey));
                                        node.Item2.Compute(animationOperations, ref animationClipResult);

                                        var updateMemberInfos = new List <UpdateMemberInfo>();
                                        foreach (var channel in animationClipResult.Channels)
                                        {
                                            if (channel.IsUserCustomProperty)
                                            {
                                                continue;
                                            }

                                            updateMemberInfos.Add(new UpdateMemberInfo {
                                                Name = "[0]." + channel.PropertyName, DataOffset = channel.Offset
                                            });
                                        }

                                        // TODO: Cache this
                                        var compiledUpdate = UpdateEngine.Compile(typeof(ModelNodeDefinition[]), updateMemberInfos);

                                        fixed(byte *data = animationClipResult.Data)
                                        {
                                            UpdateEngine.Run(modelNodeDefinitions, compiledUpdate, (IntPtr)data, null);
                                        }
                                    }

                                    Matrix localMatrix;
                                    var    transformTRS = modelNodeDefinitions[0].Transform;
                                    Matrix.Transformation(ref transformTRS.Scale, ref transformTRS.Rotation, ref transformTRS.Position,
                                                          out localMatrix);
                                    matrix = Matrix.Multiply(localMatrix, matrix);
                                }

                                // Done evaluating, let's decompose matrix
                                TransformTRS transform;
                                matrix.Decompose(out transform.Scale, out transform.Rotation, out transform.Position);

                                // Create a key
                                translationCurve.KeyFrames.Add(new KeyFrameData <Vector3>(animationKey, transform.Position));
                                rotationCurve.KeyFrames.Add(new KeyFrameData <Quaternion>(animationKey, transform.Rotation));
                                scaleCurve.KeyFrames.Add(new KeyFrameData <Vector3>(animationKey, transform.Scale));
                            }

                            combinedAnimationClip.AddCurve($"{nameof(ModelNodeTransformation.Transform)}.{nameof(TransformTRS.Position)}", translationCurve);
                            combinedAnimationClip.AddCurve($"{nameof(ModelNodeTransformation.Transform)}.{nameof(TransformTRS.Rotation)}", rotationCurve);
                            combinedAnimationClip.AddCurve($"{nameof(ModelNodeTransformation.Transform)}.{nameof(TransformTRS.Scale)}", scaleCurve);
                            nodeAnimationClip = combinedAnimationClip;
                        }

                        var transformStart    = $"{nameof(ModelNodeTransformation.Transform)}.";
                        var transformPosition = $"{nameof(ModelNodeTransformation.Transform)}.{nameof(TransformTRS.Position)}";

                        foreach (var channel in nodeAnimationClip.Channels)
                        {
                            var curve = nodeAnimationClip.Curves[channel.Value.CurveIndex];

                            // TODO: Root motion
                            var channelName = channel.Key;
                            if (channelName.StartsWith(transformStart))
                            {
                                if (channelName == transformPosition)
                                {
                                    // Translate node with parent 0 using PivotPosition
                                    var keyFrames = ((AnimationCurve <Vector3>)curve).KeyFrames;
                                    for (int i = 0; i < keyFrames.Count; ++i)
                                    {
                                        if (parentNodeIndex == 0)
                                        {
                                            keyFrames.Items[i].Value -= PivotPosition;
                                        }
                                        keyFrames.Items[i].Value *= ScaleImport;
                                    }
                                }
                                animationClip.AddCurve($"[ModelComponent.Key].Skeleton.NodeTransformations[{skeletonMapping.SourceToTarget[nodeIndex]}]." + channelName, curve);
                            }
                        }
                    }
                }

                if (ImportCustomAttributes)
                {
                    // Add clips clips animating other properties than node transformations
                    foreach (var nodeAnimationClipPair in animationClips)
                    {
                        var nodeName          = nodeAnimationClipPair.Key;
                        var nodeAnimationClip = nodeAnimationClipPair.Value;

                        foreach (var channel in nodeAnimationClip.Channels)
                        {
                            var channelName  = channel.Key;
                            var channelValue = channel.Value;
                            if (channelValue.IsUserCustomProperty)
                            {
                                animationClip.AddCurve(nodeName + "_" + channelName, nodeAnimationClip.Curves[channel.Value.CurveIndex], true);
                            }
                        }
                    }
                }
            }

            if (animationClip.Channels.Count == 0)
            {
                var logString = $"File {SourcePath} doesn't have any animation information.";

                if (failOnEmptyAnimation)
                {
                    commandContext.Logger.Error(logString);
                    return(null);
                }

                commandContext.Logger.Info(logString);
            }
            else
            {
                if (animationClip.Duration.Ticks == 0)
                {
                    commandContext.Logger.Verbose($"File {SourcePath} has a 0 tick long animation.");
                }

                // Optimize and set common parameters
                animationClip.RepeatMode = AnimationRepeatMode;
                animationClip.Optimize();
            }
            return(animationClip);
        }
Beispiel #7
0
 /// <summary>
 /// Creates a new animation pop operation.
 /// </summary>
 /// <param name="evaluator">The evaluator.</param>
 /// <param name="time">The time.</param>
 /// <returns></returns>
 public static AnimationOperation NewPop(AnimationClipEvaluator evaluator, TimeSpan time)
 {
     return(new AnimationOperation {
         Type = AnimationOperationType.Pop, Evaluator = evaluator, Time = time
     });
 }
Beispiel #8
0
 /// <summary>
 /// Creates a new animation push operation.
 /// </summary>
 /// <param name="evaluator">The evaluator.</param>
 /// <returns></returns>
 public static AnimationOperation NewPush(AnimationClipEvaluator evaluator)
 {
     return(new AnimationOperation {
         Type = AnimationOperationType.Push, Evaluator = evaluator, Time = TimeSpan.Zero
     });
 }
Beispiel #9
0
        private ClientPredictionSnapshotsComponent _clientPredictionSnapshotsComponent;     // Optional component

        public override void Start()
        {
            base.Start();

            var parentEntity = Entity.GetParent();

            Debug.Assert(parentEntity != null);

            var networkEntityViewComp = parentEntity.Get <NetworkEntityViewComponent>();
            var networkedEntity       = networkEntityViewComp.NetworkedEntity;

            _networkEntityComponent = networkedEntity.Get <NetworkEntityComponent>();
            Debug.Assert(_networkEntityComponent != null);
            _movementSnapshotsComponent = networkedEntity.Get <MovementSnapshotsComponent>();
            Debug.Assert(_movementSnapshotsComponent != null);
            _clientPredictionSnapshotsComponent = networkedEntity.Get <ClientPredictionSnapshotsComponent>();

            _gameClockManager = Services.GetSafeServiceAs <GameClockManager>();
            _networkService   = Services.GetService <IGameNetworkService>();

            if (AnimationComponent == null)
            {
                throw new InvalidOperationException("The animation component is not set");
            }

            if (AnimationIdle == null)
            {
                throw new InvalidOperationException("Idle animation is not set");
            }

            if (AnimationWalk == null)
            {
                throw new InvalidOperationException("Walking animation is not set");
            }

            if (AnimationRun == null)
            {
                throw new InvalidOperationException("Running animation is not set");
            }

            if (AnimationJumpStart == null)
            {
                throw new InvalidOperationException("Jumping animation is not set");
            }

            if (AnimationJumpMid == null)
            {
                throw new InvalidOperationException("Airborne animation is not set");
            }

            if (AnimationJumpEnd == null)
            {
                throw new InvalidOperationException("Landing animation is not set");
            }

            // By setting a custom blend tree builder we can override the default behavior of the animation system
            //  Instead, BuildBlendTree(FastList<AnimationOperation> blendStack) will be called each frame
            AnimationComponent.BlendTreeBuilder = this;

            animEvaluatorIdle      = AnimationComponent.Blender.CreateEvaluator(AnimationIdle);
            animEvaluatorWalk      = AnimationComponent.Blender.CreateEvaluator(AnimationWalk);
            animEvaluatorRun       = AnimationComponent.Blender.CreateEvaluator(AnimationRun);
            animEvaluatorJumpStart = AnimationComponent.Blender.CreateEvaluator(AnimationJumpStart);
            animEvaluatorJumpMid   = AnimationComponent.Blender.CreateEvaluator(AnimationJumpMid);
            animEvaluatorJumpEnd   = AnimationComponent.Blender.CreateEvaluator(AnimationJumpEnd);

            // Initial walk lerp
            walkLerpFactor         = 0;
            animEvaluatorWalkLerp1 = animEvaluatorIdle;
            animEvaluatorWalkLerp2 = animEvaluatorWalk;
            animationClipWalkLerp1 = AnimationIdle;
            animationClipWalkLerp2 = AnimationWalk;
        }
Beispiel #10
0
        private unsafe object ExportAnimation(ICommandContext commandContext, ContentManager contentManager)
        {
            // Read from model file
            var           modelSkeleton  = LoadSkeleton(commandContext, contentManager); // we get model skeleton to compare it to real skeleton we need to map to
            var           animationClips = LoadAnimation(commandContext, contentManager);
            AnimationClip animationClip  = null;

            if (animationClips.Count > 0)
            {
                animationClip = new AnimationClip();

                AnimationClip rootMotionAnimationClip = null;

                // If root motion is explicitely enabled, or if there is no skeleton, try to find root node and apply animation directly on TransformComponent
                if ((AnimationRootMotion || SkeletonUrl == null) && modelSkeleton.Nodes.Length >= 1)
                {
                    // No skeleton, map root node only
                    // TODO: For now, it seems to be located on node 1 in FBX files. Need to check if always the case, and what happens with Assimp
                    var rootNode0 = modelSkeleton.Nodes.Length >= 1 ? modelSkeleton.Nodes[0].Name : null;
                    var rootNode1 = modelSkeleton.Nodes.Length >= 2 ? modelSkeleton.Nodes[1].Name : null;
                    if ((rootNode0 != null && animationClips.TryGetValue(rootNode0, out rootMotionAnimationClip)) ||
                        (rootNode1 != null && animationClips.TryGetValue(rootNode1, out rootMotionAnimationClip)))
                    {
                        foreach (var channel in rootMotionAnimationClip.Channels)
                        {
                            var curve = rootMotionAnimationClip.Curves[channel.Value.CurveIndex];

                            // Root motion
                            var channelName = channel.Key;
                            if (channelName.StartsWith("Transform."))
                            {
                                animationClip.AddCurve($"[TransformComponent.Key]." + channelName.Replace("Transform.", string.Empty), curve);
                            }

                            // Also apply Camera curves
                            // TODO: Add some other curves?
                            if (channelName.StartsWith("Camera."))
                            {
                                animationClip.AddCurve($"[CameraComponent.Key]." + channelName.Replace("Camera.", string.Empty), curve);
                            }
                        }

                        // Take max of durations
                        if (animationClip.Duration < rootMotionAnimationClip.Duration)
                        {
                            animationClip.Duration = rootMotionAnimationClip.Duration;
                        }
                    }
                }

                // Load asset reference skeleton
                if (SkeletonUrl != null)
                {
                    var skeleton        = contentManager.Load <Skeleton>(SkeletonUrl);
                    var skeletonMapping = new SkeletonMapping(skeleton, modelSkeleton);

                    // Process missing nodes
                    foreach (var nodeAnimationClipEntry in animationClips)
                    {
                        var nodeName          = nodeAnimationClipEntry.Key;
                        var nodeAnimationClip = nodeAnimationClipEntry.Value;
                        var nodeIndex         = modelSkeleton.Nodes.IndexOf(x => x.Name == nodeName);

                        // Node doesn't exist in skeleton? skip it
                        if (nodeIndex == -1 || skeletonMapping.SourceToSource[nodeIndex] != nodeIndex)
                        {
                            continue;
                        }

                        // Skip root motion node (if any)
                        if (nodeAnimationClip == rootMotionAnimationClip)
                        {
                            continue;
                        }

                        // Find parent node
                        var parentNodeIndex = modelSkeleton.Nodes[nodeIndex].ParentIndex;

                        if (parentNodeIndex != -1 && skeletonMapping.SourceToSource[parentNodeIndex] != parentNodeIndex)
                        {
                            // Some nodes were removed, we need to concat the anim curves
                            var currentNodeIndex = nodeIndex;
                            var nodesToMerge     = new List <Tuple <ModelNodeDefinition, AnimationBlender, AnimationClipEvaluator> >();
                            while (currentNodeIndex != -1 && currentNodeIndex != skeletonMapping.SourceToSource[parentNodeIndex])
                            {
                                AnimationClip          animationClipToMerge;
                                AnimationClipEvaluator animationClipEvaluator = null;
                                AnimationBlender       animationBlender       = null;
                                if (animationClips.TryGetValue(modelSkeleton.Nodes[currentNodeIndex].Name, out animationClipToMerge))
                                {
                                    animationBlender       = new AnimationBlender();
                                    animationClipEvaluator = animationBlender.CreateEvaluator(animationClipToMerge);
                                }
                                nodesToMerge.Add(Tuple.Create(modelSkeleton.Nodes[currentNodeIndex], animationBlender, animationClipEvaluator));
                                currentNodeIndex = modelSkeleton.Nodes[currentNodeIndex].ParentIndex;
                            }

                            // Put them in proper parent to children order
                            nodesToMerge.Reverse();

                            // Find all key times
                            // TODO: We should detect discontinuities and keep them
                            var animationKeysSet = new HashSet <CompressedTimeSpan>();

                            foreach (var node in nodesToMerge)
                            {
                                foreach (var curve in node.Item3.Clip.Curves)
                                {
                                    foreach (CompressedTimeSpan time in curve.Keys)
                                    {
                                        animationKeysSet.Add(time);
                                    }
                                }
                            }

                            // Sort key times
                            var animationKeys = animationKeysSet.ToList();
                            animationKeys.Sort();

                            var animationOperations = new FastList <AnimationOperation>();

                            var combinedAnimationClip = new AnimationClip();

                            var translationCurve = new AnimationCurve <Vector3>();
                            var rotationCurve    = new AnimationCurve <Quaternion>();
                            var scaleCurve       = new AnimationCurve <Vector3>();

                            // Evaluate at every key frame
                            foreach (var animationKey in animationKeys)
                            {
                                var matrix = Matrix.Identity;

                                // Evaluate node
                                foreach (var node in nodesToMerge)
                                {
                                    // Get default position
                                    var modelNodeDefinition = node.Item1;

                                    // Compute
                                    AnimationClipResult animationClipResult = null;
                                    animationOperations.Clear();
                                    animationOperations.Add(AnimationOperation.NewPush(node.Item3, animationKey));
                                    node.Item2.Compute(animationOperations, ref animationClipResult);

                                    var updateMemberInfos = new List <UpdateMemberInfo>();
                                    foreach (var channel in animationClipResult.Channels)
                                    {
                                        updateMemberInfos.Add(new UpdateMemberInfo {
                                            Name = channel.PropertyName, DataOffset = channel.Offset
                                        });
                                    }

                                    // TODO: Cache this
                                    var compiledUpdate = UpdateEngine.Compile(typeof(ModelNodeDefinition), updateMemberInfos);

                                    unsafe
                                    {
                                        fixed(byte *data = animationClipResult.Data)
                                        UpdateEngine.Run(modelNodeDefinition, compiledUpdate, (IntPtr)data, null);
                                    }

                                    Matrix localMatrix;
                                    TransformComponent.CreateMatrixTRS(ref modelNodeDefinition.Transform.Position, ref modelNodeDefinition.Transform.Rotation, ref modelNodeDefinition.Transform.Scale,
                                                                       out localMatrix);
                                    matrix = Matrix.Multiply(localMatrix, matrix);
                                }

                                // Done evaluating, let's decompose matrix
                                TransformTRS transform;
                                matrix.Decompose(out transform.Scale, out transform.Rotation, out transform.Position);

                                // Create a key
                                translationCurve.KeyFrames.Add(new KeyFrameData <Vector3>(animationKey, transform.Position));
                                rotationCurve.KeyFrames.Add(new KeyFrameData <Quaternion>(animationKey, transform.Rotation));
                                scaleCurve.KeyFrames.Add(new KeyFrameData <Vector3>(animationKey, transform.Scale));
                            }

                            combinedAnimationClip.AddCurve($"{nameof(ModelNodeTransformation.Transform)}.{nameof(TransformTRS.Position)}", translationCurve);
                            combinedAnimationClip.AddCurve($"{nameof(ModelNodeTransformation.Transform)}.{nameof(TransformTRS.Rotation)}", rotationCurve);
                            combinedAnimationClip.AddCurve($"{nameof(ModelNodeTransformation.Transform)}.{nameof(TransformTRS.Scale)}", scaleCurve);
                            nodeAnimationClip = combinedAnimationClip;
                        }

                        foreach (var channel in nodeAnimationClip.Channels)
                        {
                            var curve = nodeAnimationClip.Curves[channel.Value.CurveIndex];

                            // TODO: Root motion
                            var channelName = channel.Key;
                            if (channelName.StartsWith("Transform."))
                            {
                                animationClip.AddCurve($"[ModelComponent.Key].Skeleton.NodeTransformations[{skeletonMapping.SourceToTarget[nodeIndex]}]." + channelName, curve);
                            }
                        }

                        // Take max of durations
                        if (animationClip.Duration < nodeAnimationClip.Duration)
                        {
                            animationClip.Duration = nodeAnimationClip.Duration;
                        }
                    }
                }
            }

            if (animationClip == null)
            {
                commandContext.Logger.Info("File {0} has an empty animation.", SourcePath);
            }
            else
            {
                if (animationClip.Duration.Ticks == 0)
                {
                    commandContext.Logger.Warning("File {0} has a 0 tick long animation.", SourcePath);
                }

                // Optimize and set common parameters
                animationClip.RepeatMode = AnimationRepeatMode;
                animationClip.Optimize();
            }
            return(animationClip);
        }