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    <title>topic Re: Evaluating With Animation Turned Off in FBX Forum</title>
    <link>https://forums.autodesk.com/t5/fbx-forum/evaluating-with-animation-turned-off/m-p/7053987#M1809</link>
    <description>&lt;P&gt;Thanks for the help, that works great.&lt;BR /&gt;&lt;BR /&gt;I also came up with another solution.&amp;nbsp; I can add a dummy animation to the stack, set that as current, read my nodes, then delete the dummy animation from the stack.&amp;nbsp; But I like your way much better.&amp;nbsp; Thanks.&lt;/P&gt;</description>
    <pubDate>Mon, 01 May 2017 22:41:30 GMT</pubDate>
    <dc:creator>Anonymous</dc:creator>
    <dc:date>2017-05-01T22:41:30Z</dc:date>
    <item>
      <title>Evaluating With Animation Turned Off</title>
      <link>https://forums.autodesk.com/t5/fbx-forum/evaluating-with-animation-turned-off/m-p/7052419#M1804</link>
      <description>&lt;P&gt;Hello,&lt;BR /&gt;I'm importing a FBX file with some animation, however I want to evaluate its nodes as if it has no animation.&lt;BR /&gt;&lt;BR /&gt;Calling lpScene-&amp;gt;SetCurrentAnimationStack(NULL); does nothing to remove the current animation from evaluation.&lt;BR /&gt;&lt;BR /&gt;I'm using the function GetGlobalPosition() to return a matrix at time 0, but it's still evaluating the&lt;BR /&gt;current animation.&amp;nbsp; I can solve this by deleting all animations, but I obviously want to keep them.&lt;BR /&gt;&lt;BR /&gt;So, how can I evaluate a node's world position as if it has no animation, but without deleting all animations?&lt;/P&gt;</description>
      <pubDate>Mon, 01 May 2017 03:08:36 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/fbx-forum/evaluating-with-animation-turned-off/m-p/7052419#M1804</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2017-05-01T03:08:36Z</dc:date>
    </item>
    <item>
      <title>Re: Evaluating With Animation Turned Off</title>
      <link>https://forums.autodesk.com/t5/fbx-forum/evaluating-with-animation-turned-off/m-p/7052949#M1805</link>
      <description>&lt;P&gt;You can try to "disable" the animation stack:&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;FbxAnimStack* currentAnimStack = lScene-&amp;gt;GetCurrentAnimationStack();&lt;/P&gt;
&lt;P&gt;lScene-&amp;gt;SetCurrentAnimationStack(NULL);&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;// call the Evaluate functions ...&lt;/P&gt;
&lt;P&gt;lGlobalPosition = pNode-&amp;gt;EvaluateGlobalTransform(pTime);&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;// restore the animation stack&lt;/P&gt;
&lt;P&gt;lScene-&amp;gt;SetCurrentAnimationStack(currentAnimStack);&lt;/P&gt;</description>
      <pubDate>Mon, 01 May 2017 14:08:53 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/fbx-forum/evaluating-with-animation-turned-off/m-p/7052949#M1805</guid>
      <dc:creator>regalir</dc:creator>
      <dc:date>2017-05-01T14:08:53Z</dc:date>
    </item>
    <item>
      <title>Re: Evaluating With Animation Turned Off</title>
      <link>https://forums.autodesk.com/t5/fbx-forum/evaluating-with-animation-turned-off/m-p/7053384#M1806</link>
      <description>&lt;P&gt;That's my problem.&amp;nbsp; Passing NULL doesn't disable the stack.&amp;nbsp; I think this is how it always behaved.&lt;BR /&gt;&lt;BR /&gt;This is what the SDK docs say:&lt;/P&gt;&lt;P&gt;&lt;BR /&gt;&lt;EM&gt;"When no context is specified, the FBX SDK will try to automatically pick the first animation stack available in the scene and set it as the current context."&lt;/EM&gt;&lt;BR /&gt;&lt;BR /&gt;So, even if you try to NULL it out, it still evaluates the first (or last) animation in the stack.&lt;/P&gt;</description>
      <pubDate>Mon, 01 May 2017 17:40:59 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/fbx-forum/evaluating-with-animation-turned-off/m-p/7053384#M1806</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2017-05-01T17:40:59Z</dc:date>
    </item>
    <item>
      <title>Re: Evaluating With Animation Turned Off</title>
      <link>https://forums.autodesk.com/t5/fbx-forum/evaluating-with-animation-turned-off/m-p/7053500#M1807</link>
      <description>&lt;P&gt;As a test, I can delete all animations, and compare the results.&amp;nbsp; Passing NULL doesn't seem to disable animation.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;PRE&gt;void
Delete_Animations(FbxScene* pScene) {

 if(NULL == pScene) return;

 // Keep looping until all animations are deleted.
 while(1) {

    INT first_index=0;
    FbxAnimStack* pAnimStack = FbxCast&amp;lt;FbxAnimStack&amp;gt;(pScene-&amp;gt;GetSrcObject&amp;lt;FbxAnimStack&amp;gt;( first_index ));
    if(!pAnimStack) {
       break;
    }

    char name[MAX_PATH]="";
    strcpy( name, pAnimStack-&amp;gt;GetName() );

    pScene-&amp;gt;RemoveAnimStack( name );
 }
}&lt;/PRE&gt;</description>
      <pubDate>Mon, 01 May 2017 18:31:07 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/fbx-forum/evaluating-with-animation-turned-off/m-p/7053500#M1807</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2017-05-01T18:31:07Z</dc:date>
    </item>
    <item>
      <title>Re: Evaluating With Animation Turned Off</title>
      <link>https://forums.autodesk.com/t5/fbx-forum/evaluating-with-animation-turned-off/m-p/7053527#M1808</link>
      <description>&lt;P&gt;It will be easier if you disconnect all the animation stacks and re-connect them afteward.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;PRE&gt;// Get the current animation stack
FbxAnimStack* stack = lScene-&amp;gt;GetCurrentAnimationStack();

// disconnect all the animation stacks from the scene (and remember
// their order so we can re-connect them identically)
FbxArray&amp;lt;FbxAnimStack*&amp;gt; stacks;
while (lScene-&amp;gt;GetSrcObjectCount&amp;lt;FbxAnimStack&amp;gt;())
{
	FbxAnimStack* s = lScene-&amp;gt;GetSrcObject&amp;lt;FbxAnimStack&amp;gt;(0);
	stacks.Add(s);
	lScene-&amp;gt;DisconnectSrcObject(s);
}

// turn off the CurrentAnimationStack
lScene-&amp;gt;SetCurrentAnimationStack(NULL);

// =========================
FbxAMatrix m1 = node-&amp;gt;EvaluateGlobalTransform(pTime);
// =========================

// Re-connect all the animation stacks
for (int i = 0; i &amp;lt; stacks.GetCount(); i++)
	lScene-&amp;gt;ConnectSrcObject(stacks[i]);

// and set back the current one
lScene-&amp;gt;SetCurrentAnimationStack(stack);&lt;/PRE&gt;</description>
      <pubDate>Mon, 01 May 2017 18:40:46 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/fbx-forum/evaluating-with-animation-turned-off/m-p/7053527#M1808</guid>
      <dc:creator>regalir</dc:creator>
      <dc:date>2017-05-01T18:40:46Z</dc:date>
    </item>
    <item>
      <title>Re: Evaluating With Animation Turned Off</title>
      <link>https://forums.autodesk.com/t5/fbx-forum/evaluating-with-animation-turned-off/m-p/7053987#M1809</link>
      <description>&lt;P&gt;Thanks for the help, that works great.&lt;BR /&gt;&lt;BR /&gt;I also came up with another solution.&amp;nbsp; I can add a dummy animation to the stack, set that as current, read my nodes, then delete the dummy animation from the stack.&amp;nbsp; But I like your way much better.&amp;nbsp; Thanks.&lt;/P&gt;</description>
      <pubDate>Mon, 01 May 2017 22:41:30 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/fbx-forum/evaluating-with-animation-turned-off/m-p/7053987#M1809</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2017-05-01T22:41:30Z</dc:date>
    </item>
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