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Manually Extracting pose data from AnimComposite

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    Manually Extracting pose data from AnimComposite

    Hi, I am writing an application that builds a UAnimComposite from a list of UAnimSequence and then analyzes poses from composite animations
    Unfortunately, I have run into a confusing snag and the errors are not well defined for me to know what is truly wrong



    Code:
            FCompactPose OutPose;
            FBlendedCurve OutCurve;
            Composite->GetAnimationPose(OutPose, OutCurve, FAnimExtractContext(InTime, true)); //Exception here
    All I could get from the debugger was that
    FAnimExtract had a null FBoneContainer

    But the code I examples I saw on GitHub did not set up a BoneContainer

    I tried to find out how the Editor played composite animations it seems to go through UAnimSequenceBase but I dont see where it builds an FBoneContainer


    Here's my error
    Code:
    Unhandled exception
    
    UE4Editor_Engine!UAnimSequence::UseRawDataForPoseExtraction() [d:\build\++ue4\sync\engine\source\runtime\engine\private\animation\animsequence.cpp:5453]
    UE4Editor_Engine!UAnimSequence::GetAnimationPose() [d:\build\++ue4\sync\engine\source\runtime\engine\private\animation\animsequence.cpp:1243]
    UE4Editor_Engine!FAnimTrack::GetAnimationPose() [d:\build\++ue4\sync\engine\source\runtime\engine\private\animation\animcompositebase.cpp:561]
    UE4Editor_Engine!UAnimComposite::GetAnimationPose() [d:\build\++ue4\sync\engine\source\runtime\engine\private\animation\animcomposite.cpp:75]
    UE4Editor_SwiftMotion!UCompositeAnimation::ExtractMotionData() [E:\Unreal Projects\QuickAnim\Plugins\SwiftMotion\Source\SwiftMotion\Private\SwiftMotionSet.cpp:148]
    UE4Editor_SwiftMotion!USwiftMotionSet::BuildDataForAnim() [E:\Unreal Projects\QuickAnim\Plugins\SwiftMotion\Source\SwiftMotion\Private\SwiftMotionSet.cpp:454]
    UE4Editor_SwiftMotionEditor!FSwiftMotionToolKit::BuildCurrent() [E:\Unreal Projects\QuickAnim\Plugins\SwiftMotion\Source\SwiftMotionEditor\Private\Toolkits\SwiftMotionToolKit.cpp:391]
    UE4Editor_SwiftMotionEditor!TBaseRawMethodDelegateInstance<0,FSwiftMotionToolKit,FReply __cdecl(void)>::Execute() [E:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:458]
    UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\build\++ue4\sync\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:293]
    UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_6c1f6b862bcfb82ea6dcab28fbcc9463> >() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:271]
    UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5598]
    UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:6203]
    UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:6176]
    UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:1842]
    UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:2292]
    UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:1522]
    UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:772]
    user32
    user32
    UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsplatformapplicationmisc.cpp:130]
    UE4Editor!FEngineLoop::Tick() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3882]
    UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:168]
    UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:145]
    UE4Editor!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:275]
    UE4Editor!__scrt_common_main_seh() [d:\agent\_work\3\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
    kernel32
    ntdll







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