**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]
#fyi jack.cai
Original CL Desc
-----------------------------------------------------------------
AnimationAttribute: Added support for user defined struct as animation attributes
#jira UE-152930
#rb jurre.debaare
#preflight skip
[CL 21860662 by jack cai in ue5-main branch]
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]
- 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]
- 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]
- Expose built in attribute type properties to blueprints/scripting
#jira none
#rb Thomas.Sarkanen
#preflight 6246c9a2dc6183e3f5170675
[CL 19586053 by Jurre deBaare in ue5-main branch]
Since the subframe component of FFrameTime is clamped to the range [0.0, 1.0),
it cannot accurately represent the use case where the timecode metadata represents
subframe values as whole numbered subframes instead of as a percentage of a frame
the way the engine does. The subframe component of the FQualifiedFrameTime returned
by EvaluateRootBoneTimecodeAttributesAtTime() may not reflect the authored subframe
metadata in that case.
This new function allows access to the subframe values that were actually authored in the
timecode metadata.
An additional explicit clamp was added to EvaluateRootBoneTimecodeAttributesAtTime()
to ensure that the subframe value read from the timecode metadata is in range *before*
we try to construct an FFrameTime from it, since the constructor has a checkSlow() that
will assert if the value is out of range.
#jira UE-141224
#rb max.chen
#preflight 620ffdcead11de9431ce8cc5
[CL 19060425 by matt johnson in ue5-main branch]
This extends the handling in EvaluateRootBoneTimecodeAttributesAtTime() to support reading
numerical values from string-typed custom attributes for any of the existing components of
FTimecode or a subframe value.
It also adds support for parsing a timecode rate string into the FFrameRate it represents,
and accounts for the use of drop frame timecode rates (with either "29.97df" for NTSC_30
or "59.94df" for NTSC_60 frame rates).
#rb max.chen
#preflight 61ef2029ca3de856bcdb2a42
#ROBOMERGE-AUTHOR: matt.johnson
#ROBOMERGE-SOURCE: CL 18715500 in //UE5/Release-5.0/... via CL 18715569 via CL 18715728
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18717033 by matt johnson in ue5-main branch]
In some workflows when authoring timecode metadata, the timecode rate may be
different from the animation or capture frame rate, for example when capturing
"high" frame rate data at 120 frames per second but recording SMPTE timecode
at 30 frames per second.
This adds a "TCRate" custom attribute setting that allows authoring metadata that
specifies a timecode rate that is different from the animation data frame rate.
With this initial introduction of the new setting, the custom attribute is expected to
be integer or float typed and should represent the timecode rate in frames per second.
Drop frame is not yet supported.
#rb max.chen, benoit.deschenes
#preflight 61d77760932a02483cd95c1a
#ROBOMERGE-AUTHOR: matt.johnson
#ROBOMERGE-SOURCE: CL 18551309 in //UE5/Release-5.0/... via CL 18551318
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18551341 by matt johnson in ue5-release-engine-test branch]
A specially designated set of attribute curves can be authored on a bone
to encode timecode metadata for an animation sequence. Each attribute
encodes a different component of a complete timecode and subframe value
("TCHour", "TCMinute", "TCSecond", "TCFrame", and "TCSubframe"). The
convention is to author these attribute curves on the root bone of the animation.
This adds a function for evaluating those attributes at a particular time, and the result
is returned as a qualified frame time. If the anim sequence has an import file frame rate
specified, then that rate is used for the returned qualified frame time to more closely
match the original source of the animation. Otherwise, the sampling frame rate of the
anim sequence is used. If the root bone does not have any timecode attributes or they
otherwise cannot be evaluated (for example, because they have no keys), the function
returns false, and the qualified frame time passed by reference is unmodified.
Finally, this new function is used for the frame time hint of skeletal animation tracks in
Sequencer. Anim sequences that have these attributes authored will show the authored
timecode/frame values in the frame time hint when they are selected. This enables more
easily correlating a point in time in the anim sequence with where it came from in an
external DCC.
#rb benoit.deschenes, max.chen
#preflight 619d6f48aa4521f9e7a4e183
#ROBOMERGE-AUTHOR: matt.johnson
#ROBOMERGE-SOURCE: CL 18316998 in //UE5/Release-5.0/... via CL 18317391
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18317981 by matt johnson in ue5-release-engine-test branch]