Skip to content

Assimp Animation fixes#1778

Open
marauder2k7 wants to merge 3 commits into
TorqueGameEngines:developmentfrom
marauder2k9-torque:Assmip-AnimationFixes
Open

Assimp Animation fixes#1778
marauder2k7 wants to merge 3 commits into
TorqueGameEngines:developmentfrom
marauder2k9-torque:Assmip-AnimationFixes

Conversation

@marauder2k7

Copy link
Copy Markdown
Contributor

Previously our import logic for animations was broken, it imported a flat list of all nodes for each animation and applied them all to 1 sequence (ambient)

The issue with this is that multiple animations/actions could be referencing the same node and so if you exported with nla strips or actions in blender this would import the animations as 1 flat list and would break all animations that you required.

Now we seperate these channels out to their node name and match each action to 1 node if explicit. And then we import these seperately we also build the ambient animation from this list too so you get 1 complete timeline of all animations correctly setup.

Tested on FBX and GLTF

GLTF animations were importing incorrectly as we assumed CustomFrameRate also worked for gltf but this may be fbx only. Now our framerate defaults to 30fps and so on import the frames have the correct timing. Also our timing was guessing that this framearate was in ticks but instead it was in seconds for gltf. More formats may need to revisit this but hey its a good start.

allow named actions with multiple nodes (similar to ambient including everything except each authored action should only have 1 track (channel) for each node already)
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

1 participant