Lina Halper
337bc3a2d5
#ANIM: Fixed additive layer not working properly
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- It is broken whenever you apply any bone transform due to controller is not copying local atoms back to it.
[CL 2604079 by Lina Halper in Main branch]
2015-06-29 11:41:35 -04:00
Martin Wilson
ae71a8cca5
Added FCompactPose, contains only the bone transforms needed by RequiredBones. Allows us to do animation evaluation without having to refer to required bones array all the time
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API Breaking Changes
Removed Functions:
FA2CSPose::SafeSetCSBoneTransforms
FA2CSPose::LocalBlendCSBoneTransforms
Member Type Changes:
- int32 -> FCompactPoseBoneIndex
--- FBoneTransform::BoneIndex
--- FABRIKChainLink::BoneIndex
- FA2CSPose -> FCSPose<FCompactPose>
--- FAnimNode_SkeletalControlBase::ForwardedPose
--- FComponentSpacePoseContext::Pose
- FA2Pose -> FCompactPose
--- FSlotEvaluationPose::Pose
--- FAnimNode_TransitionPoseEvaluator::CachedPose
--- FAnimNode_SaveCachedPose::CachedPose
--- FPoseContext::Pose
Paramater Changes:
- FA2Pose& -> FCompactPose&
--- UAnimSingleNodeInstance::InternalBlendSpaceEvaluatePose (FA2Pose& Pose -> FCompactPose&)
--- UAnimInstance::SequenceEvaluatePose
--- UAnimInstance::BlendSequences
--- UAnimInstance::CopyPose
--- UAnimInstance::ApplyAdditiveSequence
--- UAnimInstance::BlendSpaceEvaluatePose
--- UAnimInstance::BlendRotationOffset
--- UAnimInstance::GetSlotWeight
--- UAnimInstance::SlotEvaluatePose
- FA2CSPose& -> FCSPose<FCompactPose>&
--- FAnimNode_SkeletalControlBase::EvaluateBoneTransforms
--- UAnimGraphNode_SkeletalControlBase::ConvertCSVectorToBoneSpace
--- UAnimGraphNode_SkeletalControlBase::ConvertCSRotationToBoneSpace
--- UAnimGraphNode_SkeletalControlBase::ConvertWidgetLocation
--- UAnimPreviewInstance::ApplyBoneControllers
- TArray<FTransform> -> FCompactPose
--- UAnimPreviewInstance::SetKeyImplementation
--- UAnimSequence::GetAnimationPose
--- UAnimSequence::GetBonePose
--- UAnimSequence::GetBonePose_Additive
--- UAnimSequence::GetAdditiveBasePose
--- UAnimSequence::GetBonePose_AdditiveMeshRotationOnly
--- FAnimationRuntime::BlendPosesTogether ( + Removed NumPoses and RequiredBones )
--- FAnimationRuntime::BlendPosesTogetherPerBone ( + Removed NumPoses and RequiredBones )
--- FAnimationRuntime::BlendPosesTogetherPerBoneInMeshSpace ( + Removed NumPoses and RequiredBones )
--- FAnimationRuntime::BlendPosesPerBoneFilter ( + Removed Skeleton and RequiredBones )
--- FAnimationRuntime::GetPoseFromSequence ( + Removed RequiredBones )
--- FAnimationRuntime::GetPoseFromAnimTrack ( + Removed RequiredBones )
--- FAnimationRuntime::FillWithRetargetBaseRefPose ( + Removed RequiredBones )
--- FAnimationRuntime::ConvertPoseToAdditive ( + Removed RequiredBones )
--- FAnimationRuntime::ConvertPoseToMeshRotation ( + Removed RequiredBones )
--- FAnimationRuntime::BlendPosesAccumulate ( + Removed RequiredBones )
--- FAnimationRuntime::BlendAdditivePose ( + Removed RequiredBones )
--- FAnimationRuntime::GetPoseFromBlendSpace ( + Removed RequiredBones )
--- FAnimationRuntime::ConvertCSTransformToBoneSpace
--- FAnimationRuntime::ConvertBoneSpaceTransformToCS
--- FAnimationRuntime::BlendMeshPosesPerBoneWeights ( + Removed Skeleton and RequiredBones )
--- FAnimationRuntime::BlendLocalPosesPerBoneWeights ( + Removed Skeleton and RequiredBones )
- TArray<FTransform> -> FTransform
--- UAnimSequence::ResetRootBoneForRootMotion
- int32 -> FCompactPoseBoneIndex
--- UAnimSequence::RetargetBoneTransform
FAnimationRuntime: Many changes to animation operation functions, removal of NumPoses and RequiredBones, conversion of TArray<FTransform> to FCompactPose
Removed USTRUCT markup from FBoneTransform
Removed UPROPERTY markup from FAnimNode_TransitionPoseEvaluator::CachedPose
[CL 2556671 by Martin Wilson in Main branch]
2015-05-19 06:19:22 -04:00
Benn Gallagher
1896f945aa
Fix step forwards/backwards not snapping to frames in montages.
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[CL 2508309 by Benn Gallagher in Main branch]
2015-04-10 09:51:35 -04:00
Ben Marsh
149375b14b
Update copyright notices to 2015.
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[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Lina Halper
e108fbb56e
#Animation Editing Feature
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- If you select bone and modify, you can add to the additive layer track
- You can also move curve keys during SIE
[CL 2359126 by Lina Halper in Main branch]
2014-11-13 17:30:49 -05:00
Benn Gallagher
2909caea7c
Montage Improvements
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- Allow relative and proportional linking for montage elements
- Show trigger thresh of notifies in details panel
- Fixup segments on reimport to stop t-pose or frozen animations
- Only automatic improvements in this CL, requring no resave for assets
[CL 2342383 by Benn Gallagher in Main branch]
2014-10-28 11:42:50 -04:00
Martin Wilson
c9741b4707
Fix previewing of root motion in montages
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[CL 2335697 by Martin Wilson in Main branch]
2014-10-21 09:38:35 -04:00
Jaroslaw Palczynski
7c41927cf4
Rename FPostConstructInitializeProperties to something simpler
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Changed it with FObjectInitializer.
UECORE-7
[CL 2328384 by Jaroslaw Palczynski in Main branch]
2014-10-14 10:29:11 -04:00
Martin Wilson
9de901481e
"Root Motion From Everything" - Root motion can now be taken from anim assets other than montages when the anim blueprint is set to "Root Motion From Everything" mode
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[CL 2325352 by Martin Wilson in Main branch]
2014-10-10 06:35:34 -04:00
Lina Halper
1ed6aaa87d
- Animation Retargeting offline solution using rig
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- Rig asset/Customization
- Retargeting Manager
- Support retargeting using the data
[CL 2295182 by Lina Halper in Main branch]
2014-09-12 11:37:36 -04:00
Laurent Delayen
6974dcdbfc
Refactored Montage API to support multi-montages.
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#codereview lina.halper
[CL 2278193 by Laurent Delayen in Main branch]
2014-08-29 17:21:44 -04:00
Lina Halper
fdab264957
Fixed single node to use same system as normal anim instance. so that tick/curve collection is consistent.
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[CL 2040057 by Lina Halper in Main branch]
2014-04-23 17:34:31 -04:00
Tim Sweeney
324683ce78
Engine source (Main branch up to CL 2026164)
2014-03-14 14:13:41 -04:00