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-rw-r--r--modules/fbx/data/fbx_skeleton.cpp7
-rw-r--r--modules/fbx/editor_scene_importer_fbx.cpp55
2 files changed, 42 insertions, 20 deletions
diff --git a/modules/fbx/data/fbx_skeleton.cpp b/modules/fbx/data/fbx_skeleton.cpp
index 3dc163964c..11eed2576f 100644
--- a/modules/fbx/data/fbx_skeleton.cpp
+++ b/modules/fbx/data/fbx_skeleton.cpp
@@ -104,6 +104,13 @@ void FBXSkeleton::init_skeleton(const ImportState &state) {
print_verbose("working on bone: " + itos(bone_index) + " bone name:" + bone->bone_name);
skeleton->set_bone_rest(bone->godot_bone_id, get_unscaled_transform(bone->node->pivot_transform->LocalTransform, state.scale));
+ {
+ Transform3D base_xform = bone->node->pivot_transform->LocalTransform;
+
+ skeleton->set_bone_pose_position(bone_index, base_xform.origin);
+ skeleton->set_bone_pose_rotation(bone_index, base_xform.basis.get_rotation_quaternion());
+ skeleton->set_bone_pose_scale(bone_index, base_xform.basis.get_scale());
+ }
// lookup parent ID
if (bone->valid_parent && state.fbx_bone_map.has(bone->parent_bone_id)) {
diff --git a/modules/fbx/editor_scene_importer_fbx.cpp b/modules/fbx/editor_scene_importer_fbx.cpp
index e4de204cf1..879f281292 100644
--- a/modules/fbx/editor_scene_importer_fbx.cpp
+++ b/modules/fbx/editor_scene_importer_fbx.cpp
@@ -1011,9 +1011,7 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
// track count is 5.
// next track id is 5.
const uint64_t target_id = track.key;
- int track_idx = animation->add_track(Animation::TYPE_TRANSFORM3D);
- // animation->track_set_path(track_idx, node_path);
Ref<FBXBone> bone;
// note we must not run the below code if the entry doesn't exist, it will create dummy entries which is very bad.
@@ -1037,22 +1035,21 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
// if this is a skeleton mapped track we can just set the path for the track.
// todo: implement node paths here at some
+ NodePath track_path;
if (state.fbx_bone_map.size() > 0 && state.fbx_bone_map.has(target_id)) {
if (bone->fbx_skeleton.is_valid() && bone.is_valid()) {
Ref<FBXSkeleton> fbx_skeleton = bone->fbx_skeleton;
String bone_path = state.root->get_path_to(fbx_skeleton->skeleton);
bone_path += ":" + fbx_skeleton->skeleton->get_bone_name(bone->godot_bone_id);
print_verbose("[doc] track bone path: " + bone_path);
- NodePath path = bone_path;
- animation->track_set_path(track_idx, path);
+ track_path = bone_path;
}
} else if (state.fbx_target_map.has(target_id)) {
//print_verbose("[doc] we have a valid target for a node animation");
Ref<FBXNode> target_node = state.fbx_target_map[target_id];
if (target_node.is_valid() && target_node->godot_node != nullptr) {
String node_path = state.root->get_path_to(target_node->godot_node);
- NodePath path = node_path;
- animation->track_set_path(track_idx, path);
+ track_path = node_path;
//print_verbose("[doc] node animation path: " + node_path);
}
} else {
@@ -1186,6 +1183,30 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
const Vector3 def_scale = scale_keys.has_default ? scale_keys.default_value : bone_rest.basis.get_scale();
print_verbose("track defaults: p(" + def_pos + ") s(" + def_scale + ") r(" + def_rot + ")");
+ int position_idx = -1;
+ if (pos_values.size()) {
+ position_idx = animation->get_track_count();
+ animation->add_track(Animation::TYPE_POSITION_3D);
+ animation->track_set_path(position_idx, track_path);
+ animation->track_set_imported(position_idx, true);
+ }
+
+ int rotation_idx = -1;
+ if (pos_values.size()) {
+ rotation_idx = animation->get_track_count();
+ animation->add_track(Animation::TYPE_ROTATION_3D);
+ animation->track_set_path(rotation_idx, track_path);
+ animation->track_set_imported(rotation_idx, true);
+ }
+
+ int scale_idx = -1;
+ if (pos_values.size()) {
+ scale_idx = animation->get_track_count();
+ animation->add_track(Animation::TYPE_SCALE_3D);
+ animation->track_set_path(scale_idx, track_path);
+ animation->track_set_imported(scale_idx, true);
+ }
+
while (true) {
Vector3 pos = def_pos;
Quaternion rot = def_rot;
@@ -1206,21 +1227,15 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
AssetImportAnimation::INTERP_LINEAR);
}
- // node animations must also include pivots
- if (skeleton_bone >= 0) {
- Transform3D xform = Transform3D();
- xform.basis.set_quaternion_scale(rot, scale);
- xform.origin = pos;
- const Transform3D t = bone_rest.affine_inverse() * xform;
-
- // populate this again
- rot = t.basis.get_rotation_quaternion();
- rot.normalize();
- scale = t.basis.get_scale();
- pos = t.origin;
+ if (position_idx >= 0) {
+ animation->position_track_insert_key(position_idx, time, pos);
+ }
+ if (rotation_idx >= 0) {
+ animation->rotation_track_insert_key(rotation_idx, time, rot);
+ }
+ if (scale_idx >= 0) {
+ animation->scale_track_insert_key(scale_idx, time, scale);
}
-
- animation->transform_track_insert_key(track_idx, time, pos, rot, scale);
if (last) {
break;