diff --git a/code/FBXConverter.cpp b/code/FBXConverter.cpp index ebe7ac4e6..ae98d24fd 100644 --- a/code/FBXConverter.cpp +++ b/code/FBXConverter.cpp @@ -2368,8 +2368,13 @@ void Converter::ConvertAnimationStack( const AnimationStack& st ) int64_t start_time = st.LocalStart(); int64_t stop_time = st.LocalStop(); - double start_timeF = CONVERT_FBX_TIME( start_time ); - double stop_timeF = CONVERT_FBX_TIME( stop_time ); + bool has_local_startstop = start_time != 0 || stop_time != 0; + if ( !has_local_startstop ) { + // no time range given, so accept every keyframe and use the actual min/max time + // the +/- 20000 is a safety because GenerateNodeAnimations uses an epsilon of 10000 + start_time = INT64_MIN + 20000; + stop_time = INT64_MAX - 20000; + } try { for( const NodeMap::value_type& kv : node_map ) { @@ -2401,27 +2406,23 @@ void Converter::ConvertAnimationStack( const AnimationStack& st ) return; } - //adjust relative timing for animation - { - double start_fps = start_timeF * anim_fps; + double start_time_fps = has_local_startstop ? (CONVERT_FBX_TIME(start_time) * anim_fps) : min_time; + double stop_time_fps = has_local_startstop ? (CONVERT_FBX_TIME(stop_time) * anim_fps) : max_time; - for ( unsigned int c = 0; c < anim->mNumChannels; c++ ) - { - aiNodeAnim* channel = anim->mChannels[ c ]; - for ( uint32_t i = 0; i < channel->mNumPositionKeys; i++ ) - channel->mPositionKeys[ i ].mTime -= start_fps; - for ( uint32_t i = 0; i < channel->mNumRotationKeys; i++ ) - channel->mRotationKeys[ i ].mTime -= start_fps; - for ( uint32_t i = 0; i < channel->mNumScalingKeys; i++ ) - channel->mScalingKeys[ i ].mTime -= start_fps; - } - - max_time -= min_time; + // adjust relative timing for animation + for ( unsigned int c = 0; c < anim->mNumChannels; c++ ) { + aiNodeAnim* channel = anim->mChannels[ c ]; + for ( uint32_t i = 0; i < channel->mNumPositionKeys; i++ ) + channel->mPositionKeys[ i ].mTime -= start_time_fps; + for ( uint32_t i = 0; i < channel->mNumRotationKeys; i++ ) + channel->mRotationKeys[ i ].mTime -= start_time_fps; + for ( uint32_t i = 0; i < channel->mNumScalingKeys; i++ ) + channel->mScalingKeys[ i ].mTime -= start_time_fps; } // for some mysterious reason, mDuration is simply the maximum key -- the // validator always assumes animations to start at zero. - anim->mDuration = ( stop_timeF - start_timeF ) * anim_fps; + anim->mDuration = stop_time_fps - start_time_fps; anim->mTicksPerSecond = anim_fps; }