Commit Graph

16 Commits

Author SHA1 Message Date
jurre debaare
7992f2536e Determine the location of a Socket in an Animation Sequence
#feature added functionality to FAnimPose API to retrieve animated Socket transforms
#misc ptr safety check
#rb Thomas.Sarkanen
#preflight 6470af2ad1157dc4a7f9b372

[CL 25648056 by jurre debaare in ue5-main branch]
2023-05-26 13:05:06 -04:00
Thomas Sarkanen
502797ca50 Animation Curve Runtime & Editor Improvements
Runtime notes:
- Removes 'smart name' usage across the animation systems.
- Changed curve blending from a uniform array (sized per skeleton) to a sparse array of sorted named values. Blends and other combiners are performed using a dual iteration 'tape merge'.
- Skeleton curves are no longer guaranteed to cover all curve names that can be found at runtime.

Editor notes:
- Curve metadata (flags, bone links etc.) is still present on the skeleton, but can also now exist on a skeletal mesh
- Curve metadata (for morph targets) is still populated on import
- Curves can now be used arbitrarily at runtime

New features:
- New Find/Replace dialog that allows for batch-replacing curves and notifies across all of a project's assets
- New curve debugger tab in various Persona editors that allows for viewing curve values live. This also now allows viewing curves for specific pose watches.
- Pose watches now output curve tracks to the Rewind Debugger

#rb Jurre.deBaare,Nicholas.Frechette,Sara.Schvartzman,Helge.Mathee,Kiaran.Ritchie,Jaime.Cifuentes,Martin.Wilson,Keith.Yerex,Andrean.Franc (and more!)
#jira UE-167776
#jira UE-173716
#jira UE-110407
#preflight 63fc98c81206d91a2bc3ab90
#preflight 63f3ad4f81646f1f24c240c2

[CL 24421496 by Thomas Sarkanen in ue5-main branch]
2023-02-27 07:20:58 -05:00
Jurre deBaare
c5afc6211b ANIM-RT truncation fixes - AnimationBlueprintLibrary
#jira UE-166629
#rb jaime.cifuentes
#preflight 63512aac8449f85a47b5fa16

[CL 22652656 by Jurre deBaare in ue5-main branch]
2022-10-20 07:23:59 -04:00
Jurre deBaare
ff0db16d0b Reintroducing AnimationDataModel refactor with additional memory and cooktime optimizations.
**Animation Data Model load/cook time and memory optimizations**
- Added SetKeysOnly to FMovieSceneFloatChannel, allowing to only set value/frames values and skip allocating key handles
- Added EvaluateWithCache to TMovieSceneCurveChannelImpl, allowing to evaluate multiple curves using a caching data structure holding the frame-indices resulting from the FrameTime -> indexes calculationg
- UFKControlRig::GetControlName/GetControlTargetName, added thread_local mapping cache and optimized FName generation
- Made the sequencer bone curve keys 'sparse' again, if constant it just sets the default value for the curve otherwise it is still uniform
- Only resample keys when compressing, and clear them on any significant model changes and when save-during-cook has been completed
- Routed ::Presave for AnimSequencerDataModel directly through to UMovieSceneSignedObject to skip compiling cooked sequencer that that will/should never cooked and packaged
- Added some significant pass-by-reference changes to AnimSequencerModel APIs (passing large arrays by value previously) :doh:
- Optimized GenerateLegacyBoneData

Original CL description:

**New**
- Engine
	- IAnimationDataModel interface
- AnimationData plugin
	- AnimSequencerDataModel, sequencer based implementation of IAnimationDataModel
	- AnimSequencerDataController, controller for above (implementation of IAnimationDataController)
- Added FCompressedRichCurve::PopulateCurve, allowing users to convert back to a FRichCurve for validation/debugging
- Added DefaultFrameRate to AnimationSettings, this replaces the hardcoded 30FPS in code
- Added ::GetKeyIndicesFromTime which takes FFrameRate
- Added AnimSequenceBase::OnAnimModelLoaded, this is required for correct postloading behaviour of data model (specifically AnimSequencerDataModel, as it depends on data from its outer ? anim sequence)
- Added IAnimationDataModel ::Evaluate which now takes responsibility for evaluating raw animation bone, curve and attribute data. And moved all trackbased evaluation code into AnimDataModel.cpp
- Added a.ForceEvalRawData allowing to force evaluation of source data
- Added a.SkipDDC to force compressing animation data locally

**Changed**
- Reparent UAnimDataModel to IAnimationDataModel interface, and rejig behaviour
- AnimSequenceBase now reference AnimDataModel as IAnimationDataModel
- Upgrade path for legacy to IAnimationDataModel and existing UAnimDataModel to IAnimationDataModel through IAnimationDataController::PopulateWithExisting
- IAnimationDataModel data is now frame(number/rate/time) based rather than seconds/keyindices. This enforces frameborder aligned data from now on.
- Moved RichCurve evaluation code from RichCurve.cpp to separate file and consolidated all instances of copy-pasta behaviour
- Updated/removed deprecated EngineTests around AnimSequences
- Changed many instances to use a FFrameTime together with a known FFrameRate versus seconds and sequencelength in float involving frame \/ time calculations (including instances of FAnimKeyHelper)
- Switched anim sequence evaluation to use double in Extraction context for time value and patched up places with static\_cast\<double\>
- FRichCurve::Eval
	- Make sure we always evaluate keys when T >= Key0.Time and T <= KeyN.Time to deal with crazy userweighted tangents
- Fixed WeightedKeyDataAdapter::GetKeyInterpMode/GetKeyTangentWeightMode retrieving invalid values, as it was indexing according to KeyIndex rather than KeyIndex\*2. This made it so that values were misinterpreted.
- Fixed WeightedEvalForTwoKeys for compressed data retrieving GetKeyInterpMode and GetKeyTangentWeightMode using the wrong index value. As they are not indexed using KeyDataHandle type.
- Fixed issue where compression could crash when containing zero-key scale additivebase track (tries to retrieve)
- Replaced instances of NULL with nullptr
- Moved required decompression information into FAnimSequenceDecompressionContext and reimplemented decompression within UE::Anim::Decompression namespace and new file
- Deprecated ::GetRawDataGuid and replaced with GetDataModel()->GenerateGuid()
- Fixed UAnimStreamable evaluation/compression (previously broken with MVC refactor)
- Updated Animation exporting pipeline to be frame-based rather than seconds
- Deprecated RetargetPose, replaced with FRetargetingScope (used within AnimModel::Evaluate)
- Fixed BaseAdditiveAnimation array become invalid/incorrect when removing zero-additve tracks during compression
- Updated EngineTest animation sequence related tests to new APIs (while maintaining deprecated path testing as well for now)
- AnimDataController / Animation Sequence tests now generate a USkeleton for the transient animation sequence (used to perform the test on)

**Removed**
- Unused file/class AnimData/AnimDataNotifyCollector.h

#rb Thomas.Sarkanen, Mike.Zyracki
#jira UE-131296
#preflight 631f6897a9331c69c3a34d1e

[CL 21980597 by Jurre deBaare in ue5-main branch]
2022-09-13 06:41:15 -04:00
bryan sefcik
0837230669 Ran IWYU again on half of the Engine/Source/Editor/... source files.
#jira

[CL 21716414 by bryan sefcik in ue5-main branch]
2022-08-30 23:03:03 -04:00
Marc Audy
de2c3cb8e0 [Backout] - CL20593017, 20594056, 20625634, 20645670, 20649179, 20649223, 20649380, 20658535
Add new custom version to specify a certain window of AnimSequences are not loadable
#fyi Jurre.deBaare
#robomerge EngineMerge
Original CL Desc
-----------------------------------------------------------------
**New**
- Engine
	- IAnimationDataModel interface
- AnimationData plugin
	- AnimSequencerDataModel, sequencer based implementation of IAnimationDataModel
	- AnimSequencerDataController, controller for above (implementation of IAnimationDataController)
- Added FCompressedRichCurve::PopulateCurve, allowing users to convert back to a FRichCurve for validation/debugging
- Added DefaultFrameRate to AnimationSettings, this replaces the hardcoded 30FPS in code
- Added ::GetKeyIndicesFromTime which takes FFrameRate
- Added AnimSequenceBase::OnAnimModelLoaded, this is required for correct postloading behaviour of data model (specifically AnimSequencerDataModel, as it depends on data from its outer ? anim sequence)
- Added IAnimationDataModel ::Evaluate which now takes responsibility for evaluating raw animation bone, curve and attribute data. And moved all trackbased evaluation code into AnimDataModel.cpp
- Added a.ForceEvalRawData allowing to force evaluation of source data
- Added a.SkipDDC to force compressing animation data locally

**Changed**
- Reparent UAnimDataModel to IAnimationDataModel interface, and rejig behaviour
- AnimSequenceBase now reference AnimDataModel as IAnimationDataModel
- Upgrade path for legacy to IAnimationDataModel and existing UAnimDataModel to IAnimationDataModel through IAnimationDataController::PopulateWithExisting
- IAnimationDataModel data is now frame(number/rate/time) based rather than seconds/keyindices. This enforces frameborder aligned data from now on.
- Moved RichCurve evaluation code from RichCurve.cpp to separate file and consolidated all instances of copy-pasta behaviour
- Updated/removed deprecated EngineTests around AnimSequences
- Changed many instances to use a FFrameTime together with a known FFrameRate versus seconds and sequencelength in float involving frame \/ time calculations (including instances of FAnimKeyHelper)
- Switched anim sequence evaluation to use double in Extraction context for time value and patched up places with static\_cast\<double\>
- FRichCurve::Eval
	- Make sure we always evaluate keys when T >= Key0.Time and T <= KeyN.Time to deal with crazy userweighted tangents
- Fixed WeightedKeyDataAdapter::GetKeyInterpMode/GetKeyTangentWeightMode retrieving invalid values, as it was indexing according to KeyIndex rather than KeyIndex\*2. This made it so that values were misinterpreted.
- Fixed WeightedEvalForTwoKeys for compressed data retrieving GetKeyInterpMode and GetKeyTangentWeightMode using the wrong index value. As they are not indexed using KeyDataHandle type.
- Fixed issue where compression could crash when containing zero-key scale additivebase track (tries to retrieve)
- Replaced instances of NULL with nullptr
- Moved required decompression information into FAnimSequenceDecompressionContext and reimplemented decompression within UE::Anim::Decompression namespace and new file
- Deprecated ::GetRawDataGuid and replaced with GetDataModel()->GenerateGuid()
- Fixed UAnimStreamable evaluation/compression (previously broken with MVC refactor)
- Updated Animation exporting pipeline to be frame-based rather than seconds
- Deprecated RetargetPose, replaced with FRetargetingScope (used within AnimModel::Evaluate)
- Fixed BaseAdditiveAnimation array become invalid/incorrect when removing zero-additve tracks during compression
- Updated EngineTest animation sequence related tests to new APIs (while maintaining deprecated path testing as well for now)
- AnimDataController / Animation Sequence tests now generate a USkeleton for the transient animation sequence (used to perform the test on)

**Removed**
- Unused file/class AnimData/AnimDataNotifyCollector.h

#rb Thomas.Sarkanen, Martin.Wilson, Alexis.Matte, Mike.Zyracki
#jira UE-131296
#preflight 62a308a8b0150a87f9d6891b

[CL 20677979 by Marc Audy in ue5-main branch]
2022-06-15 18:24:46 -04:00
Jurre deBaare
e13fdba72c **New**
- Engine
	- IAnimationDataModel interface
- AnimationData plugin
	- AnimSequencerDataModel, sequencer based implementation of IAnimationDataModel
	- AnimSequencerDataController, controller for above (implementation of IAnimationDataController)
- Added FCompressedRichCurve::PopulateCurve, allowing users to convert back to a FRichCurve for validation/debugging
- Added DefaultFrameRate to AnimationSettings, this replaces the hardcoded 30FPS in code
- Added ::GetKeyIndicesFromTime which takes FFrameRate
- Added AnimSequenceBase::OnAnimModelLoaded, this is required for correct postloading behaviour of data model (specifically AnimSequencerDataModel, as it depends on data from its outer ? anim sequence)
- Added IAnimationDataModel ::Evaluate which now takes responsibility for evaluating raw animation bone, curve and attribute data. And moved all trackbased evaluation code into AnimDataModel.cpp
- Added a.ForceEvalRawData allowing to force evaluation of source data
- Added a.SkipDDC to force compressing animation data locally

**Changed**
- Reparent UAnimDataModel to IAnimationDataModel interface, and rejig behaviour
- AnimSequenceBase now reference AnimDataModel as IAnimationDataModel
- Upgrade path for legacy to IAnimationDataModel and existing UAnimDataModel to IAnimationDataModel through IAnimationDataController::PopulateWithExisting
- IAnimationDataModel data is now frame(number/rate/time) based rather than seconds/keyindices. This enforces frameborder aligned data from now on.
- Moved RichCurve evaluation code from RichCurve.cpp to separate file and consolidated all instances of copy-pasta behaviour
- Updated/removed deprecated EngineTests around AnimSequences
- Changed many instances to use a FFrameTime together with a known FFrameRate versus seconds and sequencelength in float involving frame \/ time calculations (including instances of FAnimKeyHelper)
- Switched anim sequence evaluation to use double in Extraction context for time value and patched up places with static\_cast\<double\>
- FRichCurve::Eval
	- Make sure we always evaluate keys when T >= Key0.Time and T <= KeyN.Time to deal with crazy userweighted tangents
- Fixed WeightedKeyDataAdapter::GetKeyInterpMode/GetKeyTangentWeightMode retrieving invalid values, as it was indexing according to KeyIndex rather than KeyIndex\*2. This made it so that values were misinterpreted.
- Fixed WeightedEvalForTwoKeys for compressed data retrieving GetKeyInterpMode and GetKeyTangentWeightMode using the wrong index value. As they are not indexed using KeyDataHandle type.
- Fixed issue where compression could crash when containing zero-key scale additivebase track (tries to retrieve)
- Replaced instances of NULL with nullptr
- Moved required decompression information into FAnimSequenceDecompressionContext and reimplemented decompression within UE::Anim::Decompression namespace and new file
- Deprecated ::GetRawDataGuid and replaced with GetDataModel()->GenerateGuid()
- Fixed UAnimStreamable evaluation/compression (previously broken with MVC refactor)
- Updated Animation exporting pipeline to be frame-based rather than seconds
- Deprecated RetargetPose, replaced with FRetargetingScope (used within AnimModel::Evaluate)
- Fixed BaseAdditiveAnimation array become invalid/incorrect when removing zero-additve tracks during compression
- Updated EngineTest animation sequence related tests to new APIs (while maintaining deprecated path testing as well for now)
- AnimDataController / Animation Sequence tests now generate a USkeleton for the transient animation sequence (used to perform the test on)

**Removed**
- Unused file/class AnimData/AnimDataNotifyCollector.h

#rb Thomas.Sarkanen, Martin.Wilson, Alexis.Matte, Mike.Zyracki
#jira UE-131296
#preflight 62a308a8b0150a87f9d6891b

[CL 20593017 by Jurre deBaare in ue5-main branch]
2022-06-10 06:24:32 -04:00
Jurre deBaare
da85ae3f1c AnimPose API improvements
- Add evaluating / retrieving of curve values from pose
- Add ability to retrieve Additive animation as full-pose (base + additive) or just additive
- Add ability to retrieve set of poses, evaluated at provided equal set of time intervals
#rb Thomas.Sarkanen
#jira none
#preflight 624da4b6bd5b36eec325a12f

[CL 19647633 by Jurre deBaare in ue5-main branch]
2022-04-06 10:45:20 -04:00
kiaran ritchie
91793932a8 Fixing crash when exporting animation in retargeter.
#JIRA:https://jira.it.epicgames.com/browse/UE-143028
#rb:halfdan.ingvarsson
#preflight:https://horde.devtools.epicgames.com/job/620d7fb77948a1e5e4c2a520

#ROBOMERGE-AUTHOR: kiaran.ritchie
#ROBOMERGE-SOURCE: CL 19079231 in //UE5/Release-5.0/... via CL 19094758
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)

[CL 19137217 by kiaran ritchie in ue5-main branch]
2022-02-24 20:51:27 -05:00
kiaran ritchie
926a4292db Fixed bug, exported retarget produces different results than editor preview.
#JIRA:https://jira.it.epicgames.com/browse/UE-142160
#rb:halfdan.ingvarsson
#preflight:https://horde.devtools.epicgames.com/job/620ad57e803d9066e68f84dd

#ROBOMERGE-AUTHOR: kiaran.ritchie
#ROBOMERGE-SOURCE: CL 18998188 in //UE5/Release-5.0/... via CL 18998680 via CL 18999001
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589)

[CL 19001757 by kiaran ritchie in ue5-main branch]
2022-02-15 15:05:13 -05:00
benoit gadreau
62444fb000 changed transform functions to return const references
#rb jurre.debaare
#jira none
#preflight 61d46fd91a3fd09dcbc70f2b

#ROBOMERGE-AUTHOR: benoit.gadreau
#ROBOMERGE-SOURCE: CL 18508342 in //UE5/Release-5.0/... via CL 18508375
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
#ROBOMERGE[STARSHIP]: UE5-Main

[CL 18508395 by benoit gadreau in ue5-release-engine-test branch]
2022-01-04 11:25:06 -05:00
danny chapman
7db4f3162f Fix for BlendSpace analysis fails with additive animations (code from Jurre)
#jira UE-125920
#rb jurre.debaare,danny.chapman

#ROBOMERGE-AUTHOR: danny.chapman
#ROBOMERGE-SOURCE: CL 17442480 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)

[CL 17442486 by danny chapman in ue5-release-engine-test branch]
2021-09-07 05:02:01 -04:00
jurre debaare
a48eb3909f Assert occurs when using Aim Animations from "/All/Game/Animation" folder within a Blend Space Analysis
#jira UE-116722
#fix Actually init BlendedCurve during AnimPose generation/evaluation
#rb Danny.Chapman

#ROBOMERGE-SOURCE: CL 16674947 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)

[CL 16674958 by jurre debaare in ue5-release-engine-test branch]
2021-06-15 12:22:31 -04:00
jurre debaare
828c5a6475 Non-unity fixes
#rb trivial
#jira none
#preflight 609c2d4e987ba00001fdbd2b

#ROBOMERGE-SOURCE: CL 16305938 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v800-16297934)

[CL 16305968 by jurre debaare in ue5-release-engine-test branch]
2021-05-12 16:49:24 -04:00
jurre debaare
4fdce40e6a - Use Skeleton's reference skeleton rather than bone containers when initializing FAnimPose
- Copy bone transforms manually using Skeleton index mapping rather than CopyFrom()
#jira none
#rb trivial

#ROBOMERGE-SOURCE: CL 16300734 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v800-16297934)

[CL 16300743 by jurre debaare in ue5-release-engine-test branch]
2021-05-12 12:09:21 -04:00
jurre debaare
d694a606af - Move AnimBlueprintLibrary to its own Module (out of AnimModifiers)
- Added FAnimPose, a script-friendly helper structure to generate/read/write evaluated anim poses
- Added API to populate AnimPose from AnimationSequenceBase, USkeleton (ref pose) and AnimBlueprint

#jira none
#rb Thomas.Sarkanen, Danny.Chapman
#preflight 609bb27f2032ee00016b253a

#ROBOMERGE-SOURCE: CL 16297653 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v799-16237190)

[CL 16297659 by jurre debaare in ue5-release-engine-test branch]
2021-05-12 07:33:41 -04:00