No longer need to key frame joins for exporting. Also don't save animations between exports

This commit is contained in:
Teejoon
2016-02-01 18:04:16 +01:00
parent b5b1140f5c
commit 4d19158600
4 changed files with 113 additions and 49 deletions
@@ -109,6 +109,8 @@ bool Export::Materials(std::string pathName)
bool Export::Animations(std::string pathName, std::vector<AnimationInfo> animInfo) bool Export::Animations(std::string pathName, std::vector<AnimationInfo> animInfo)
{ {
allAnimations.clear();
allBindPoses.clear();
if (MAnimControl::currentTime().unit() != MTime::kNTSCField) { if (MAnimControl::currentTime().unit() != MTime::kNTSCField) {
MGlobal::displayError(MString() + "Please change to 60 FPS under Preferences/Settings!"); MGlobal::displayError(MString() + "Please change to 60 FPS under Preferences/Settings!");
-2
View File
@@ -60,8 +60,6 @@ Menu::Menu(QDialog* dialog)
m_ExportPath = new QLineEdit; m_ExportPath = new QLineEdit;
m_FileDialog = new QFileDialog; m_FileDialog = new QFileDialog;
QString tmpPath("C:/Users/Nickelodion/Desktop/workspace/tacticalZ/assets/models/");
m_ExportPath->setText(tmpPath);
QLabel* exportLabel = new QLabel; QLabel* exportLabel = new QLabel;
exportLabel->setText("Export Path:"); exportLabel->setText("Export Path:");
QLabel* nameLabel = new QLabel; QLabel* nameLabel = new QLabel;
+68 -5
View File
@@ -74,13 +74,74 @@ Animation Skeleton::GetAnimData(std::string animationName, int startFrame, int e
returnData.nameLength = animationName.size() + 1; returnData.nameLength = animationName.size() + 1;
returnData.Duration = (endFrame - startFrame) * oneDivSixty; returnData.Duration = (endFrame - startFrame) * oneDivSixty;
std::map<std::string, std::array<std::array<double, 4>, 4>> joinCheckMap;
std::map<std::string, bool> exportJoint;
MItDag jointIt(MItDag::TraversalType::kDepthFirst, MFn::kJoint); MItDag jointIt(MItDag::TraversalType::kDepthFirst, MFn::kJoint);
for (unsigned int i = startFrame; i <= endFrame; i++)
{
MAnimControl::setCurrentTime(MTime(i, MTime::kNTSCField));
while (!jointIt.isDone()) while (!jointIt.isDone())
{ {
m_Hierarchy.push_back(jointIt.item()); m_Hierarchy.push_back(jointIt.item());
MFnDependencyNode depNode(jointIt.item()); MFnTransform MayaJoint(jointIt.item());
for (int i = 0; i < 9; i++) MMatrix transformationMatrix = MayaJoint.transformationMatrix();
if (i == startFrame)
{
double doubleMat[4][4];
transformationMatrix.get(doubleMat);
joinCheckMap[MayaJoint.name().asChar()][0][0] = doubleMat[0][0];
joinCheckMap[MayaJoint.name().asChar()][0][1] = doubleMat[0][1];
joinCheckMap[MayaJoint.name().asChar()][0][2] = doubleMat[0][2];
joinCheckMap[MayaJoint.name().asChar()][0][3] = doubleMat[0][3];
joinCheckMap[MayaJoint.name().asChar()][1][0] = doubleMat[1][0];
joinCheckMap[MayaJoint.name().asChar()][1][1] = doubleMat[1][1];
joinCheckMap[MayaJoint.name().asChar()][1][2] = doubleMat[1][2];
joinCheckMap[MayaJoint.name().asChar()][1][3] = doubleMat[1][3];
joinCheckMap[MayaJoint.name().asChar()][2][0] = doubleMat[2][0];
joinCheckMap[MayaJoint.name().asChar()][2][1] = doubleMat[2][1];
joinCheckMap[MayaJoint.name().asChar()][2][2] = doubleMat[2][2];
joinCheckMap[MayaJoint.name().asChar()][2][3] = doubleMat[2][3];
joinCheckMap[MayaJoint.name().asChar()][3][0] = doubleMat[3][0];
joinCheckMap[MayaJoint.name().asChar()][3][1] = doubleMat[3][1];
joinCheckMap[MayaJoint.name().asChar()][3][2] = doubleMat[3][2];
joinCheckMap[MayaJoint.name().asChar()][3][3] = doubleMat[3][3];
exportJoint[MayaJoint.name().asChar()] = false;
}
else if(!exportJoint[MayaJoint.name().asChar()])//!exportJoint[MayaJoint.name().asChar()])
{
double doubleMat[4][4];
doubleMat[0][0] = joinCheckMap[MayaJoint.name().asChar()][0][0];
doubleMat[0][1] = joinCheckMap[MayaJoint.name().asChar()][0][1];
doubleMat[0][2] = joinCheckMap[MayaJoint.name().asChar()][0][2];
doubleMat[0][3] = joinCheckMap[MayaJoint.name().asChar()][0][3];
doubleMat[1][0] = joinCheckMap[MayaJoint.name().asChar()][1][0];
doubleMat[1][1] = joinCheckMap[MayaJoint.name().asChar()][1][1];
doubleMat[1][2] = joinCheckMap[MayaJoint.name().asChar()][1][2];
doubleMat[1][3] = joinCheckMap[MayaJoint.name().asChar()][1][3];
doubleMat[2][0] = joinCheckMap[MayaJoint.name().asChar()][2][0];
doubleMat[2][1] = joinCheckMap[MayaJoint.name().asChar()][2][1];
doubleMat[2][2] = joinCheckMap[MayaJoint.name().asChar()][2][2];
doubleMat[2][3] = joinCheckMap[MayaJoint.name().asChar()][2][3];
doubleMat[3][0] = joinCheckMap[MayaJoint.name().asChar()][3][0];
doubleMat[3][1] = joinCheckMap[MayaJoint.name().asChar()][3][1];
doubleMat[3][2] = joinCheckMap[MayaJoint.name().asChar()][3][2];
doubleMat[3][3] = joinCheckMap[MayaJoint.name().asChar()][3][3];
MMatrix tmp(doubleMat);
if (!tmp.isEquivalent(transformationMatrix)) {
MGlobal::displayInfo(MString() + MayaJoint.name() + " is exported");
exportJoint[MayaJoint.name().asChar()] = true;
animatedJoints.push_back(MayaJoint.object());
}
}
/*for (int i = 0; i < 9; i++)
{ {
MStatus tmp; MStatus tmp;
MPlug plug = depNode.findPlug(attr[i].c_str(), &tmp); MPlug plug = depNode.findPlug(attr[i].c_str(), &tmp);
@@ -128,13 +189,15 @@ Animation Skeleton::GetAnimData(std::string animationName, int startFrame, int e
} }
} }
} }
} }*/
jointIt.next(); jointIt.next();
} }
jointIt.reset();
}
int currentFrame = startFrame; int currentFrame = startFrame;
while (currentFrame != endFrame + 1) { // ANDREAS while (currentFrame <= endFrame) { // ANDREAS
Animation::Keyframe thisKeyFrame; Animation::Keyframe thisKeyFrame;
thisKeyFrame.Index = currentFrame - startFrame; thisKeyFrame.Index = currentFrame - startFrame;
thisKeyFrame.Time = thisKeyFrame.Index * oneDivSixty; thisKeyFrame.Time = thisKeyFrame.Index * oneDivSixty;
@@ -219,7 +282,7 @@ std::vector<BindPoseSkeletonNode> Skeleton::GetBindPoses()
MFnTransform MayaJoint(jointIt.currentItem()); MFnTransform MayaJoint(jointIt.currentItem());
BindPoseSkeletonNode::BindPoseJoint NewJoint; BindPoseSkeletonNode::BindPoseJoint NewJoint;
if (MFnDependencyNode(MayaJoint.parent(0)).name() == "world") { if (MFnDependencyNode(MayaJoint.parent(0)).object().apiType() != MFn::kJoint) {
if (SkeletonStorage.Joints.size() != 0) { if (SkeletonStorage.Joints.size() != 0) {
m_AllSkeletons.push_back(SkeletonStorage); m_AllSkeletons.push_back(SkeletonStorage);
@@ -3,6 +3,7 @@
#include <vector> #include <vector>
#include <array> #include <array>
#include <map>
#include <algorithm> #include <algorithm>
#include "MayaIncludes.h" #include "MayaIncludes.h"
#include "OutputData.h" #include "OutputData.h"