Exemple #1
0
        protected override void EndRecording(RecordingSession session)
        {
            if (session == null)
            {
                throw new System.ArgumentNullException("session");
            }

            var settings = (FbxRecorderSettings)session.settings;

            foreach (var input in m_Inputs)
            {
                var aInput = (AnimationInput)input;

                if (aInput.GameObjectRecorder == null)
                {
                    continue;
                }

                var clip = new AnimationClip();

                settings.FileNameGenerator.CreateDirectory(session);

                var absolutePath = FileNameGenerator.SanitizePath(settings.FileNameGenerator.BuildAbsolutePath(session));
                var clipName     = absolutePath.Replace(FileNameGenerator.SanitizePath(Application.dataPath), "Assets");

#if UNITY_2019_3_OR_NEWER
                var options = new Animations.CurveFilterOptions();
                options.keyframeReduction = false;
                aInput.GameObjectRecorder.SaveToClip(clip, settings.FrameRate, options);
#else
                aInput.GameObjectRecorder.SaveToClip(clip, settings.FrameRate);
#endif
                var root = ((AnimationInputSettings)aInput.settings).gameObject;
                clip.name = "recorded_clip";

                var exportSettings = new ExportModelSettingsSerialize();
                exportSettings.SetAnimationSource(settings.TransferAnimationSource);
                exportSettings.SetAnimationDest(settings.TransferAnimationDest);
                exportSettings.SetObjectPosition(ExportSettings.ObjectPosition.WorldAbsolute);
                var toInclude = ExportSettings.Include.ModelAndAnim;
                if (!settings.ExportGeometry)
                {
                    toInclude = ExportSettings.Include.Anim;
                }
                exportSettings.SetModelAnimIncludeOption(toInclude);

                var exportData = new AnimationOnlyExportData();
                exportData.CollectDependencies(clip, root, exportSettings);
                var exportDataContainer = new Dictionary <GameObject, IExportData>();
                exportDataContainer.Add(root, exportData);

                ModelExporter.ExportObjects(clipName, new UnityEngine.Object[] { root }, exportSettings, exportDataContainer);

                aInput.GameObjectRecorder.ResetRecording();
            }
            base.EndRecording(session);
        }
        protected override void EndRecording(RecordingSession session)
        {
            if (session == null)
            {
                throw new System.ArgumentNullException("session");
            }

            var settings = (FbxRecorderSettings)session.settings;

            foreach (var input in m_Inputs)
            {
                var aInput = (AnimationInput)input;

                if (aInput.GameObjectRecorder == null)
                {
                    continue;
                }

                var clip = new AnimationClip();

                settings.FileNameGenerator.CreateDirectory(session);

                var absolutePath = FileNameGenerator.SanitizePath(settings.FileNameGenerator.BuildAbsolutePath(session));
                var clipName     = absolutePath.Replace(FileNameGenerator.SanitizePath(Application.dataPath), "Assets");

#if UNITY_2018_3_OR_NEWER
                aInput.GameObjectRecorder.SaveToClip(clip, settings.FrameRate);
#else
                aInput.gameObjectRecorder.SaveToClip(clip);
#endif
                var root = ((AnimationInputSettings)aInput.settings).gameObject;
                clip.name   = "recorded_clip";
                clip.legacy = true;
                Animation animator         = root.GetComponent <Animation>();
                bool      hasAnimComponent = true;
                if (!animator)
                {
                    animator         = root.AddComponent <Animation>();
                    hasAnimComponent = false;
                }

                AnimationClip[] prevAnimClips = null;
                if (hasAnimComponent)
                {
                    prevAnimClips = AnimationUtility.GetAnimationClips(root);
                }

                AnimationUtility.SetAnimationClips(animator, new AnimationClip[] { clip });
                var exportSettings = new ExportModelSettingsSerialize();
                var toInclude      = ExportSettings.Include.ModelAndAnim;
                exportSettings.SetModelAnimIncludeOption(toInclude);
                ModelExporter.ExportObject(clipName, root, exportSettings);


                if (hasAnimComponent)
                {
                    AnimationUtility.SetAnimationClips(animator, prevAnimClips);
                }
                else
                {
                    Object.DestroyImmediate(animator);
                }
                aInput.GameObjectRecorder.ResetRecording();
            }
            base.EndRecording(session);
        }