コード例 #1
0
        void LoadAnimations()
        {
            //  clear current state
            curAnimationInstance_ = -1;
            instances_            = null;
            blended_ = null;

            //  get the list of animations from our dictionary
            Dictionary <string, object> tag = loadedModel_.Model.Tag as Dictionary <string, object>;
            object aobj = null;

            if (tag != null)
            {
                tag.TryGetValue("AnimationSet", out aobj);
            }
            animations_ = aobj as AnimationSet;

            //  set up animations
            if (animations_ != null)
            {
                instances_ = new AnimationInstance[animations_.NumAnimations];
                //  I'll need a BlendedAnimation per animation, so that I can let the
                //  blender object transition between them.
                blended_ = new IBlendedAnimation[instances_.Length];
                int ix = 0;
                foreach (Animation a in animations_.Animations)
                {
                    instances_[ix] = new AnimationInstance(a);
                    blended_[ix]   = AnimationBlender.CreateBlendedAnimation(instances_[ix]);
                    ++ix;
                }
            }
        }
コード例 #2
0
        public void Initialize(Vector3 scale, Vector3 rotation)
        {
            this.AddTexture("test2/lower"); // base texture
            this.AddTexture("test2/upper"); // base texture
            this.AddTexture("test2/head");  // base texture
            this.AddTexture("test2/bow");   // base texture
            this.AddTexture("test2/arrow"); // base texture

            /*
             *
             * this.scale = scale;
             * this.Rotation = rotation;
             * this.location = location;
             */
            this.LoadModel("test2/archer");

            /*
             * Dictionary<string, object> tag = this.model.Tag as Dictionary<string, object>;
             * object aobj = null;
             * if (tag != null)
             *  tag.TryGetValue("AnimationSet", out aobj);
             * animations_ = aobj as AnimationSet;
             *
             * animInstance = new AnimationInstance(animations_.Animations.ToArray()[1]);
             */

            loadedModel_ = new ModelDraw(this.RunningGameSession.Content.Load <Model>("test2/archer"), "test2/archer");
            loadedModel_.Attach(this);

            //  create a blender that can compose the animations for transition
            blender_ = new AnimationBlender(loadedModel_.Model, loadedModel_.Name);
            loadedModel_.CurrentAnimation = blender_;

            //  remember things about this model
            ResetModelData("test2/archer");

            //  figure out what the animations are, if any.
            LoadAnimations();



            //mediumTransform = this.model.Bones["medium"].Transform;  // Rotor start position
            //   smallTransform = this.model.Bones["small"].Transform;  // Rotor start position
            //rotorTransform = this.model.Bones["Rotor"].Transform;  // Rotor start position
        }
コード例 #3
0
        public override void Load(Microsoft.Xna.Framework.Content.ContentManager Content)
        {
            base.Load(Content);

            //  load the model from disk, and prepare it for animation
            loadedModel_ = new ModelDraw(ref X, this.model.Model, this.model.Name);

            //  create a blender that can compose the animations for transition
            blender_ = new AnimationBlender(loadedModel_.Model, loadedModel_.Name);
            loadedModel_.AnimationInstance = blender_;

            //  clear current state
            curAnimationInstance_ = 0;
            instances_            = null;
            blended_ = null;

            //  get the list of animations from our dictionary
            Dictionary <string, object> tag = loadedModel_.Model.Tag as Dictionary <string, object>;
            object aobj = null;

            if (tag != null)
            {
                tag.TryGetValue("AnimationSet", out aobj);
            }
            animations_ = aobj as AnimationSet;

            //  set up animations
            if (animations_ != null)
            {
                instances_ = new AnimationInstance[animations_.NumAnimations];
                //  I'll need a BlendedAnimation per animation, so that I can let the
                //  blender object transition between them.
                blended_ = new IBlendedAnimation[instances_.Length];
                int ix = 0;
                foreach (Animation a in animations_.Animations)
                {
                    instances_[ix] = new AnimationInstance(a);
                    blended_[ix]   = AnimationBlender.CreateBlendedAnimation(instances_[ix]);
                    ++ix;
                }
            }
        }
コード例 #4
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);
        }
コード例 #5
0
            private AnimationClip SubtractAnimations(AnimationClip baseAnimation, AnimationClip sourceAnimation)
            {
                if (baseAnimation == null)
                {
                    throw new ArgumentNullException("baseAnimation");
                }
                if (sourceAnimation == null)
                {
                    throw new ArgumentNullException("sourceAnimation");
                }

                var animationBlender = new AnimationBlender();

                var baseEvaluator   = animationBlender.CreateEvaluator(baseAnimation);
                var sourceEvaluator = animationBlender.CreateEvaluator(sourceAnimation);

                // Create a result animation with same channels
                var resultAnimation = new AnimationClip();

                foreach (var channel in sourceAnimation.Channels)
                {
                    // Create new instance of curve
                    var newCurve = (AnimationCurve)Activator.CreateInstance(typeof(AnimationCurve <>).MakeGenericType(channel.Value.ElementType));

                    // Quaternion curve are linear, others are cubic
                    if (newCurve.ElementType != typeof(Quaternion))
                    {
                        newCurve.InterpolationType = AnimationCurveInterpolationType.Cubic;
                    }

                    resultAnimation.AddCurve(channel.Key, newCurve);
                }

                var resultEvaluator = animationBlender.CreateEvaluator(resultAnimation);

                var animationOperations = new FastList <AnimationOperation>();

                // Perform animation blending for each frame and upload results in a new animation
                // Note that it does a simple per-frame sampling, so animation discontinuities will be lost.
                // TODO: Framerate is hardcoded at 30 FPS.
                var frameTime = TimeSpan.FromSeconds(1.0f / 30.0f);

                for (var time = TimeSpan.Zero; time < sourceAnimation.Duration + frameTime; time += frameTime)
                {
                    // Last frame, round it to end of animation
                    if (time > sourceAnimation.Duration)
                    {
                        time = sourceAnimation.Duration;
                    }

                    TimeSpan baseTime;
                    switch (Parameters.Mode)
                    {
                    case AdditiveAnimationBaseMode.FirstFrame:
                        baseTime = TimeSpan.Zero;
                        break;

                    case AdditiveAnimationBaseMode.Animation:
                        baseTime = TimeSpan.FromTicks(time.Ticks % baseAnimation.Duration.Ticks);
                        break;

                    default:
                        throw new ArgumentOutOfRangeException();
                    }

                    // Generates result = source - base
                    animationOperations.Clear();
                    animationOperations.Add(AnimationOperation.NewPush(sourceEvaluator, time));
                    animationOperations.Add(AnimationOperation.NewPush(baseEvaluator, baseTime));
                    animationOperations.Add(AnimationOperation.NewBlend(CoreAnimationOperation.Subtract, 1.0f));
                    animationOperations.Add(AnimationOperation.NewPop(resultEvaluator, time));

                    // Compute
                    AnimationClipResult animationClipResult = null;
                    animationBlender.Compute(animationOperations, ref animationClipResult);
                }

                resultAnimation.Duration   = sourceAnimation.Duration;
                resultAnimation.RepeatMode = sourceAnimation.RepeatMode;

                return(resultAnimation);
            }
コード例 #6
0
 public VRCSupportWindow()
 {
     EmoteOnOff       = new EmoteOnOff();
     AnimationBlender = new AnimationBlender();
     AnimationMissing = new AnimationMissing();
 }
コード例 #7
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);
        }