Example #1
0
        protected void LinkMeshToSkeleton(FbxScene scene, FbxNode meshNode, FbxNode skelRootNode)
        {
            FbxNode limb1 = skelRootNode.GetChild(0);
            FbxNode limb2 = limb1.GetChild(0);

            FbxCluster rootCluster = FbxCluster.Create(scene, "RootCluster");

            rootCluster.SetLink(skelRootNode);
            rootCluster.SetLinkMode(FbxCluster.ELinkMode.eTotalOne);
            for (int i = 0; i < 4; i++)
            {
                for (int j = 0; j < 4; j++)
                {
                    rootCluster.AddControlPointIndex(4 * i + j, 1.0 - 0.25 * i);
                }
            }

            FbxCluster limb1Cluster = FbxCluster.Create(scene, "Limb1Cluster");

            limb1Cluster.SetLink(limb1);
            limb1Cluster.SetLinkMode(FbxCluster.ELinkMode.eTotalOne);
            for (int i = 1; i < 6; i++)
            {
                for (int j = 0; j < 4; j++)
                {
                    limb1Cluster.AddControlPointIndex(4 * i + j, (i == 1 || i == 5 ? 0.25 : 0.5));
                }
            }

            FbxCluster limb2Cluster = FbxCluster.Create(scene, "Limb2Cluster");

            limb2Cluster.SetLink(limb2);
            limb2Cluster.SetLinkMode(FbxCluster.ELinkMode.eTotalOne);
            for (int i = 3; i < 7; i++)
            {
                for (int j = 0; j < 4; j++)
                {
                    limb2Cluster.AddControlPointIndex(4 * i + j, 0.25 * (i - 2));
                }
            }

            FbxAMatrix globalTransform = meshNode.EvaluateGlobalTransform();

            rootCluster.SetTransformMatrix(globalTransform);
            limb1Cluster.SetTransformMatrix(globalTransform);
            limb2Cluster.SetTransformMatrix(globalTransform);

            rootCluster.SetTransformLinkMatrix(skelRootNode.EvaluateGlobalTransform());
            limb1Cluster.SetTransformLinkMatrix(limb1.EvaluateGlobalTransform());
            limb2Cluster.SetTransformLinkMatrix(limb2.EvaluateGlobalTransform());

            FbxSkin skin = FbxSkin.Create(scene, "Skin");

            skin.AddCluster(rootCluster);
            skin.AddCluster(limb1Cluster);
            skin.AddCluster(limb2Cluster);
            meshNode.GetMesh().AddDeformer(skin);
        }
        override public void TestBasics(T fbxGeometry, FbxNodeAttribute.EType typ)
        {
            base.TestBasics(fbxGeometry, typ);

            int origCount = fbxGeometry.GetDeformerCount();

            // test get blendshape deformer
            FbxBlendShape blendShape = FbxBlendShape.Create(Manager, "blendShape");
            int           index      = fbxGeometry.AddDeformer(blendShape);

            Assert.GreaterOrEqual(index, 0);
            origCount++;

            // TODO: (UNI-19581): If we add the blendShape after the skin, then the below
            //                    tests fail.
            Assert.AreEqual(blendShape, fbxGeometry.GetBlendShapeDeformer(index));
            Assert.AreEqual(blendShape, fbxGeometry.GetBlendShapeDeformer(index, null));
            Assert.AreEqual(blendShape, fbxGeometry.GetDeformer(index, FbxDeformer.EDeformerType.eBlendShape));
            Assert.AreEqual(1, fbxGeometry.GetDeformerCount(FbxDeformer.EDeformerType.eBlendShape));

            // test add deformer
            FbxSkin skin      = FbxSkin.Create(Manager, "skin");
            int     skinIndex = fbxGeometry.AddDeformer(skin);

            Assert.GreaterOrEqual(skinIndex, 0);
            Assert.AreEqual(skin, fbxGeometry.GetDeformer(skinIndex));

            // test get invalid deformer index doesn't crash
            fbxGeometry.GetDeformer(-1, new FbxStatus());
            fbxGeometry.GetDeformer(int.MaxValue, new FbxStatus());

            // test get deformer null FbxStatus
            fbxGeometry.GetDeformer(0, null);

            // check right index but wrong type
            Assert.IsNull(fbxGeometry.GetDeformer(skinIndex, FbxDeformer.EDeformerType.eVertexCache, null));

            Assert.AreEqual(origCount + 1, fbxGeometry.GetDeformerCount());

            // test add null deformer
            Assert.That(() => fbxGeometry.AddDeformer(null), Throws.Exception.TypeOf <System.ArgumentNullException>());

            // test add invalid deformer
            skin.Destroy();
            Assert.That(() => fbxGeometry.AddDeformer(skin), Throws.Exception.TypeOf <System.ArgumentNullException>());
        }
Example #3
0
            /// <summary>
            /// Export binding of mesh to skeleton
            /// </summary>
            protected void ExportSkin(MeshInfo meshInfo, FbxScene fbxScene, FbxMesh fbxMesh,
                                      FbxNode fbxRootNode,
                                      Dictionary <Transform, FbxNode> boneNodes)
            {
                SkinnedMeshRenderer unitySkinnedMeshRenderer
                    = meshInfo.renderer as SkinnedMeshRenderer;

                FbxSkin fbxSkin = FbxSkin.Create(fbxScene, (meshInfo.unityObject.name + "_Skin"));

                FbxAMatrix fbxMeshMatrix = fbxRootNode.EvaluateGlobalTransform();

                // keep track of the bone index -> fbx cluster mapping, so that we can add the bone weights afterwards
                Dictionary <int, FbxCluster> boneCluster = new Dictionary <int, FbxCluster> ();

                for (int i = 0; i < unitySkinnedMeshRenderer.bones.Length; i++)
                {
                    FbxNode fbxBoneNode = boneNodes [unitySkinnedMeshRenderer.bones[i]];

                    // Create the deforming cluster
                    FbxCluster fbxCluster = FbxCluster.Create(fbxScene, "BoneWeightCluster");

                    fbxCluster.SetLink(fbxBoneNode);
                    fbxCluster.SetLinkMode(FbxCluster.ELinkMode.eTotalOne);

                    boneCluster.Add(i, fbxCluster);

                    // set the Transform and TransformLink matrix
                    fbxCluster.SetTransformMatrix(fbxMeshMatrix);

                    FbxAMatrix fbxLinkMatrix = fbxBoneNode.EvaluateGlobalTransform();
                    fbxCluster.SetTransformLinkMatrix(fbxLinkMatrix);

                    // add the cluster to the skin
                    fbxSkin.AddCluster(fbxCluster);
                }

                // set the vertex weights for each bone
                SetVertexWeights(meshInfo, boneCluster);

                // Add the skin to the mesh after the clusters have been added
                fbxMesh.AddDeformer(fbxSkin);
            }