public static AnimationFile ExtractPartOfSkeleton(GameSkeleton skeleton, string skeletonName, int[] bones)
        {
            // Header
            var animFile = new AnimationFile();

            animFile.Header.SkeletonName = skeletonName;
            animFile.Header.AnimationTotalPlayTimeInSec = 0.1f;
            animFile.Bones = new AnimationFile.BoneInfo[bones.Length];

            CreateBoneTable(skeleton, bones, ref animFile);

            // Create the keyframe
            animFile.DynamicFrames = new List <AnimationFile.Frame>();
            var frame = new AnimationFile.Frame();

            animFile.DynamicFrames.Add(frame);

            // Populate the keyframe
            for (int i = 0; i < bones.Length; i++)
            {
                var originalBoneIndex = bones[i];

                if (i == 0)
                {
                    var worldTrans = skeleton.GetWorldTransform(originalBoneIndex);
                    var res        = worldTrans.Decompose(out Vector3 scale, out var rot, out var trans);
                    frame.Transforms.Add(new RmvVector3(trans.X, trans.Y, trans.Z));
                    frame.Quaternion.Add(new RmvVector4(rot.X, rot.Y, rot.Z, rot.W));
                }
                else
                {
                    var trans = skeleton.Translation[originalBoneIndex];
                    var rot   = skeleton.Rotation[originalBoneIndex];

                    frame.Transforms.Add(new RmvVector3(trans.X, trans.Y, trans.Z));
                    frame.Quaternion.Add(new RmvVector4(rot.X, rot.Y, rot.Z, rot.W));
                }
            }

            return(animFile);
            //var sample = AnimationSampler.Sample(0, 0, skeleton, new List<AnimationClip>() { animation }, true, true);
        }
Exemple #2
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        KeyFrame CreateKeyFrame(AnimationFile.Frame frame)
        {
            var output = new KeyFrame();

            foreach (var translation in frame.Transforms)
            {
                output.Position.Add(new Vector3(translation.X, translation.Y, translation.Z));
            }

            foreach (var rotation in frame.Quaternion)
            {
                output.Rotation.Add(new Quaternion(rotation.X, rotation.Y, rotation.Z, rotation.W));
            }

            foreach (var rotation in frame.Quaternion)
            {
                output.Scale.Add(Vector3.One);
            }

            return(output);
        }