//! @brief Loads a faceshift clip public void LoadFSB(string path) { if (!File.Exists(path)) { #if UNITY_EDITOR EditorUtility.DisplayDialog("Clip loading failed", "File " + path + " does exist", "Ok"); #endif return; } Clip new_clip = FsbReader.Read(path); if (new_clip == null) { Debug.LogError("could not read clip from file " + path); #if UNITY_EDITOR EditorUtility.DisplayDialog("Load failed", "File " + path + " does not contain a clip", "Ok"); #endif return; } Rig clip_rig = new_clip.Rig(); if (IsSourceRigDifferent(clip_rig)) { if ((cachedRigLoaded) && (!SourceRigChangedAskToContinue())) { // The user wants to cancel return; } } // always save new rig from the fsb file to have the same order // Apply new rig m_fs_Rig = clip_rig; // Cache new rig SaveSourceRig(); m_clip = new_clip; m_clip_path = path; }
/** * @brief Stores the current clip into a Unity .anim file * Important: If you use your own character with blend shapes, you have to make sure it is * set to 'legacy' animation type. You can do this by the following steps in Unity3D: * 1. In the 'project' window in the Assets hierarchy, click on your fbx model * 2. In the Inspector, you should see now the Import Settings of your model. * 3. Select in these Import Settings in the 'Rig' tab for the 'Animation Type' the value 'Legacy' */ public AnimationClip GetClipAsAnim(string path) { bool have_t_pose = false; if (m_TPose != null && m_TPose.m_joints != null) { if (m_TPose.m_joints.Count != m_GameObjectTransformations.Count) { Debug.LogError("tpose and model do not have the same number of transformations (" + m_TPose.m_joints.Count + "!=" + m_GameObjectTransformations.Count + ")"); return(null); } have_t_pose = true; } else { Debug.LogWarning("tpose missing"); } AnimationClip animation_clip = new AnimationClip(); // Not all of them might actually be used, since not all of them might be a target AnimationCurve [] translation_x_curves = new AnimationCurve[m_GameObjectTransformations.Count]; AnimationCurve [] translation_y_curves = new AnimationCurve[m_GameObjectTransformations.Count]; AnimationCurve [] translation_z_curves = new AnimationCurve[m_GameObjectTransformations.Count]; AnimationCurve [] rotation_x_curves = new AnimationCurve[m_GameObjectTransformations.Count]; AnimationCurve [] rotation_y_curves = new AnimationCurve[m_GameObjectTransformations.Count]; AnimationCurve [] rotation_z_curves = new AnimationCurve[m_GameObjectTransformations.Count]; AnimationCurve [] rotation_w_curves = new AnimationCurve[m_GameObjectTransformations.Count]; AnimationCurve [] bs_curves = new AnimationCurve[m_GameObjectBlendshapes.Count]; Clip clip = m_clip.Duplicate(); if (m_normalize_headpose) { clip.NormalizeHeadPoseAllClip(); } Debug.Log("nr of clip states: " + clip.NumStates()); for (int frame_nr = 0; frame_nr < clip.NumStates(); frame_nr++) { if (!clip[frame_nr].TrackingSuccessful()) { Debug.Log("skipping clip state"); continue; } // get frame time float time = (float)(clip[frame_nr].Timestamp() - clip[0].Timestamp()) * 0.001f; // time is in ms // evaluate transformation TransformationValue [] transformation_values = null; if (have_t_pose) { transformation_values = Utils.EvaluateTargetTransformations(m_Retargeting, clip.Rig(), clip[frame_nr], m_TPose.m_joints); } else { transformation_values = Utils.EvaluateTargetTransformations(m_Retargeting, clip.Rig(), clip[frame_nr], m_GameObjectTransformations); } int key_index = -1; if (transformation_values.Length == m_GameObjectTransformations.Count) { for (int index = 0; index < transformation_values.Length; index++) { // Apply the value for this target if (transformation_values[index] != null) { // Apply the translation value for this target if (translation_x_curves[index] == null) { translation_x_curves[index] = new AnimationCurve(); translation_y_curves[index] = new AnimationCurve(); translation_z_curves[index] = new AnimationCurve(); } key_index = translation_x_curves[index].AddKey(time, transformation_values[index].m_translation.x); if (key_index < 0) { Debug.LogError("Could not add key at time " + time); } key_index = translation_y_curves[index].AddKey(time, transformation_values[index].m_translation.y); if (key_index < 0) { Debug.LogError("Could not add key at time " + time); } key_index = translation_z_curves[index].AddKey(time, transformation_values[index].m_translation.z); if (key_index < 0) { Debug.LogError("Could not add key at time " + time); } if (rotation_x_curves[index] == null) { rotation_x_curves[index] = new AnimationCurve(); rotation_y_curves[index] = new AnimationCurve(); rotation_z_curves[index] = new AnimationCurve(); rotation_w_curves[index] = new AnimationCurve(); } // Add to curve for the animation key_index = rotation_x_curves[index].AddKey(time, transformation_values[index].m_rotation.x); if (key_index < 0) { Debug.LogError("Could not add key at time " + time); } key_index = rotation_y_curves[index].AddKey(time, transformation_values[index].m_rotation.y); if (key_index < 0) { Debug.LogError("Could not add key at time " + time); } key_index = rotation_z_curves[index].AddKey(time, transformation_values[index].m_rotation.z); if (key_index < 0) { Debug.LogError("Could not add key at time " + time); } key_index = rotation_w_curves[index].AddKey(time, transformation_values[index].m_rotation.w); if (key_index < 0) { Debug.LogError("Could not add key at time " + time); } } } } else { Debug.LogError("Cannot create transformation as evaluated shape size is incorrect"); } // evaluate blendshapes BlendshapeValue [] blendshape_values = Utils.EvaluateTargetBlendshapes(m_Retargeting, clip.Rig(), clip[frame_nr], m_GameObjectBlendshapes); if (blendshape_values.Length == m_GameObjectBlendshapes.Count) { for (int index = 0; index < m_GameObjectBlendshapes.Count; index++) { // Apply the value for this target if (blendshape_values[index] != null) { if (bs_curves[index] == null) { bs_curves[index] = new AnimationCurve(); } bs_curves[index].AddKey(time, (float)blendshape_values[index].m_value); } } } else { Debug.LogError("Cannot create blendshapes as evaluated shape size is incorrect"); } } // Set all transformation curves for all transformations that are animated for (int target_nr = 0; target_nr < m_GameObjectTransformations.Count; target_nr++) { // Extract path: string path_to_transformation = ((TransformationInformation)m_GameObjectTransformations[target_nr]).transformPath; // Apply translation curve, if there is one if (translation_x_curves[target_nr] != null) { animation_clip.SetCurve(path_to_transformation, typeof(Transform), "localPosition.x", translation_x_curves[target_nr]); animation_clip.SetCurve(path_to_transformation, typeof(Transform), "localPosition.y", translation_y_curves[target_nr]); animation_clip.SetCurve(path_to_transformation, typeof(Transform), "localPosition.z", translation_z_curves[target_nr]); } // Apply rotation curve, if there is one if (rotation_x_curves[target_nr] != null) { animation_clip.SetCurve(path_to_transformation, typeof(Transform), "localRotation.x", rotation_x_curves[target_nr]); animation_clip.SetCurve(path_to_transformation, typeof(Transform), "localRotation.y", rotation_y_curves[target_nr]); animation_clip.SetCurve(path_to_transformation, typeof(Transform), "localRotation.z", rotation_z_curves[target_nr]); animation_clip.SetCurve(path_to_transformation, typeof(Transform), "localRotation.w", rotation_w_curves[target_nr]); } } // Without this, there are some weird jumps (rotation) in the animation: animation_clip.EnsureQuaternionContinuity(); // Set all blendshape curves for all blendshapes that are animated for (int i = 0; i < m_GameObjectBlendshapes.Count; i++) { if (bs_curves[i] != null) { BlendshapeInfo bs_info = (BlendshapeInfo)(m_GameObjectBlendshapes[i]); // Debug.Log("bs_curves[" + i + "].length=" + bs_curves[i].length); string bs_path = bs_info.m_path; string bs_name = bs_info.m_name; animation_clip.SetCurve(bs_path, typeof(SkinnedMeshRenderer), "blendShape." + bs_name, bs_curves[i]); } } Debug.Log("Animation clip = " + animation_clip.length); // animation clip asset string animation_name = Path.GetFileNameWithoutExtension(path); animation_clip.name = animation_name; AnimationEvent animation_event = new AnimationEvent(); animation_event.functionName = "AnimationClipEventCallback"; animation_event.time = animation_clip.length; #if UNITY_EDITOR AnimationEvent[] animation_events = { animation_event }; AnimationUtility.SetAnimationEvents(animation_clip, animation_events); AssetDatabase.CreateAsset(animation_clip, path); #endif Debug.Log("Wrote animation with length " + (1000.0 * animation_clip.length) + " milliseconds"); return(animation_clip); }