/// <summary> /// Exports all animation /// </summary> private void ExportAnimationClip(AnimationClip unityAnimClip, GameObject unityRoot, FbxScene fbxScene) { if (unityAnimClip == null) { return; } // setup anim stack FbxAnimStack fbxAnimStack = FbxAnimStack.Create(fbxScene, unityAnimClip.name); fbxAnimStack.Description.Set("Animation Take: " + unityAnimClip.name); // add one mandatory animation layer FbxAnimLayer fbxAnimLayer = FbxAnimLayer.Create(fbxScene, "Animation Base Layer"); fbxAnimStack.AddMember(fbxAnimLayer); // Set up the FPS so our frame-relative math later works out // Custom frame rate isn't really supported in FBX SDK (there's // a bug), so try hard to find the nearest time mode. FbxTime.EMode timeMode = FbxTime.EMode.eCustom; double precision = 1e-6; while (timeMode == FbxTime.EMode.eCustom && precision < 1000) { timeMode = FbxTime.ConvertFrameRateToTimeMode(unityAnimClip.frameRate, precision); precision *= 10; } if (timeMode == FbxTime.EMode.eCustom) { timeMode = FbxTime.EMode.eFrames30; } FbxTime.SetGlobalTimeMode(timeMode); // set time correctly var fbxStartTime = FbxTime.FromSecondDouble(0); var fbxStopTime = FbxTime.FromSecondDouble(unityAnimClip.length); fbxAnimStack.SetLocalTimeSpan(new FbxTimeSpan(fbxStartTime, fbxStopTime)); foreach (EditorCurveBinding unityCurveBinding in AnimationUtility.GetCurveBindings(unityAnimClip)) { Object unityObj = AnimationUtility.GetAnimatedObject(unityRoot, unityCurveBinding); if (!unityObj) { continue; } AnimationCurve unityAnimCurve = AnimationUtility.GetEditorCurve(unityAnimClip, unityCurveBinding); if (unityAnimCurve == null) { continue; } ExportAnimCurve(unityObj, unityAnimCurve, unityCurveBinding.propertyName, fbxAnimLayer); } }
/// <summary> /// Export an AnimationClip as a single take /// </summary> protected void ExportAnimationClip(AnimationClip unityAnimClip, GameObject unityRoot, FbxScene fbxScene) { if (Verbose) { Debug.Log(string.Format("exporting clip {1} for {0}", unityRoot.name, unityAnimClip.name)); } // setup anim stack FbxAnimStack fbxAnimStack = FbxAnimStack.Create(fbxScene, unityAnimClip.name); fbxAnimStack.Description.Set("Animation Take: " + unityAnimClip.name); // add one mandatory animation layer FbxAnimLayer fbxAnimLayer = FbxAnimLayer.Create(fbxScene, "Animation Base Layer"); fbxAnimStack.AddMember(fbxAnimLayer); // Set up the FPS so our frame-relative math later works out // Custom frame rate isn't really supported in FBX SDK (there's // a bug), so try hard to find the nearest time mode. FbxTime.EMode timeMode = FbxTime.EMode.eCustom; double precision = 1e-6; while (timeMode == FbxTime.EMode.eCustom && precision < 1000) { timeMode = FbxTime.ConvertFrameRateToTimeMode(unityAnimClip.frameRate, precision); precision *= 10; } if (timeMode == FbxTime.EMode.eCustom) { timeMode = FbxTime.EMode.eFrames30; } FbxTime.SetGlobalTimeMode(timeMode); // set time correctly var fbxStartTime = FbxTime.FromSecondDouble(0); var fbxStopTime = FbxTime.FromSecondDouble(unityAnimClip.length); fbxAnimStack.SetLocalTimeSpan(new FbxTimeSpan(fbxStartTime, fbxStopTime)); /* The major difficulty: Unity uses quaternions for rotation * (which is how it should be) but FBX uses euler angles. So we * need to gather up the list of transform curves per object. */ var quaternions = new Dictionary <UnityEngine.GameObject, QuaternionCurve> (); foreach (EditorCurveBinding unityCurveBinding in AnimationUtility.GetCurveBindings(unityAnimClip)) { Object unityObj = AnimationUtility.GetAnimatedObject(unityRoot, unityCurveBinding); if (!unityObj) { continue; } AnimationCurve unityAnimCurve = AnimationUtility.GetEditorCurve(unityAnimClip, unityCurveBinding); if (unityAnimCurve == null) { continue; } int index = QuaternionCurve.GetQuaternionIndex(unityCurveBinding.propertyName); if (index == -1) { if (Verbose) { Debug.Log(string.Format("export binding {1} for {0}", unityCurveBinding.propertyName, unityObj.ToString())); } /* Some normal property (e.g. translation), export right away */ ExportAnimCurve(unityObj, unityAnimCurve, unityCurveBinding.propertyName, fbxScene, fbxAnimLayer); } else { /* Rotation property; save it to convert quaternion -> euler later. */ var unityGo = GetGameObject(unityObj); if (!unityGo) { continue; } QuaternionCurve quat; if (!quaternions.TryGetValue(unityGo, out quat)) { quat = new QuaternionCurve(); quaternions.Add(unityGo, quat); } quat.SetCurve(index, unityAnimCurve); } } /* now export all the quaternion curves */ foreach (var kvp in quaternions) { var unityGo = kvp.Key; var quat = kvp.Value; FbxNode fbxNode; if (!MapUnityObjectToFbxNode.TryGetValue(unityGo, out fbxNode)) { Debug.LogError(string.Format("no fbxnode found for '0'", unityGo.name)); continue; } quat.Animate(unityGo.transform, fbxNode, fbxAnimLayer, Verbose); } }