diff --git a/doc/classes/ResourceImporterScene.xml b/doc/classes/ResourceImporterScene.xml
index 4e20fe150ea..900e028b254 100644
--- a/doc/classes/ResourceImporterScene.xml
+++ b/doc/classes/ResourceImporterScene.xml
@@ -21,6 +21,9 @@
If [code]true[/code], import animations from the 3D scene.
+
+ If [code]true[/code], adds an [Animation] named [code]RESET[/code], containing the [method Skeleton3D.get_bone_rest] from [Skeleton3D] nodes. This can be useful to extract an animation in the reference pose.
+
If [code]true[/code], remove animation tracks that only contain default values. This can reduce output file size and memory usage with certain 3D scenes, depending on the contents of their animation tracks.
diff --git a/editor/import/3d/resource_importer_scene.cpp b/editor/import/3d/resource_importer_scene.cpp
index ca128968dea..c9a2ca75883 100644
--- a/editor/import/3d/resource_importer_scene.cpp
+++ b/editor/import/3d/resource_importer_scene.cpp
@@ -312,6 +312,71 @@ String ResourceImporterScene::get_preset_name(int p_idx) const {
return String();
}
+void ResourceImporterScene::_pre_fix_global(Node *p_scene, const HashMap &p_options) const {
+ if (p_options.has("animation/import_rest_as_RESET") && (bool)p_options["animation/import_rest_as_RESET"]) {
+ TypedArray anim_players = p_scene->find_children("*", "AnimationPlayer");
+ if (anim_players.is_empty()) {
+ AnimationPlayer *anim_player = memnew(AnimationPlayer);
+ anim_player->set_name("AnimationPlayer");
+ p_scene->add_child(anim_player);
+ anim_player->set_owner(p_scene);
+ anim_players.append(anim_player);
+ }
+ Ref reset_anim;
+ for (int i = 0; i < anim_players.size(); i++) {
+ AnimationPlayer *player = cast_to(anim_players[i]);
+ if (player->has_animation(SNAME("RESET"))) {
+ reset_anim = player->get_animation(SNAME("RESET"));
+ break;
+ }
+ }
+ if (reset_anim.is_null()) {
+ AnimationPlayer *anim_player = cast_to(anim_players[0]);
+ reset_anim.instantiate();
+ Ref anim_library;
+ if (anim_player->has_animation_library(StringName())) {
+ anim_library = anim_player->get_animation_library(StringName());
+ } else {
+ anim_library.instantiate();
+ anim_player->add_animation_library(StringName(), anim_library);
+ }
+ anim_library->add_animation(SNAME("RESET"), reset_anim);
+ }
+ TypedArray skeletons = p_scene->find_children("*", "Skeleton3D");
+ for (int i = 0; i < skeletons.size(); i++) {
+ Skeleton3D *skeleton = cast_to(skeletons[i]);
+ NodePath skeleton_path = p_scene->get_path_to(skeleton);
+
+ HashSet existing_pos_tracks;
+ HashSet existing_rot_tracks;
+ for (int trk_i = 0; trk_i < reset_anim->get_track_count(); trk_i++) {
+ NodePath np = reset_anim->track_get_path(trk_i);
+ if (reset_anim->track_get_type(trk_i) == Animation::TYPE_POSITION_3D) {
+ existing_pos_tracks.insert(np);
+ }
+ if (reset_anim->track_get_type(trk_i) == Animation::TYPE_ROTATION_3D) {
+ existing_rot_tracks.insert(np);
+ }
+ }
+ for (int bone_i = 0; bone_i < skeleton->get_bone_count(); bone_i++) {
+ NodePath bone_path(skeleton_path.get_names(), Vector{ skeleton->get_bone_name(bone_i) }, false);
+ if (!existing_pos_tracks.has(bone_path)) {
+ int pos_t = reset_anim->add_track(Animation::TYPE_POSITION_3D);
+ reset_anim->track_set_path(pos_t, bone_path);
+ reset_anim->position_track_insert_key(pos_t, 0.0, skeleton->get_bone_rest(bone_i).origin);
+ reset_anim->track_set_imported(pos_t, true);
+ }
+ if (!existing_rot_tracks.has(bone_path)) {
+ int rot_t = reset_anim->add_track(Animation::TYPE_ROTATION_3D);
+ reset_anim->track_set_path(rot_t, bone_path);
+ reset_anim->rotation_track_insert_key(rot_t, 0.0, skeleton->get_bone_rest(bone_i).basis.get_rotation_quaternion());
+ reset_anim->track_set_imported(rot_t, true);
+ }
+ }
+ }
+ }
+}
+
static bool _teststr(const String &p_what, const String &p_str) {
String what = p_what;
@@ -1945,6 +2010,7 @@ void ResourceImporterScene::get_import_options(const String &p_path, Listpush_back(ImportOption(PropertyInfo(Variant::FLOAT, "animation/fps", PROPERTY_HINT_RANGE, "1,120,1"), 30));
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "animation/trimming"), false));
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "animation/remove_immutable_tracks"), true));
+ r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "animation/import_rest_as_RESET"), false));
r_options->push_back(ImportOption(PropertyInfo(Variant::STRING, "import_script/path", PROPERTY_HINT_FILE, script_ext_hint), ""));
r_options->push_back(ImportOption(PropertyInfo(Variant::DICTIONARY, "_subresources", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), Dictionary()));
@@ -2387,6 +2453,8 @@ Node *ResourceImporterScene::pre_import(const String &p_source_file, const HashM
return nullptr;
}
+ _pre_fix_global(scene, p_options);
+
HashMap[, Vector][>> collision_map;
List> node_renames;
_pre_fix_node(scene, scene, collision_map, nullptr, node_renames);
@@ -2521,6 +2589,8 @@ Error ResourceImporterScene::import(const String &p_source_file, const String &p
}
}
+ _pre_fix_global(scene, p_options);
+
HashSet][> scanned_meshes;
HashMap][, Vector][>> collision_map;
Pair occluder_arrays;
diff --git a/editor/import/3d/resource_importer_scene.h b/editor/import/3d/resource_importer_scene.h
index 17fa9ef0e25..4e15471d175 100644
--- a/editor/import/3d/resource_importer_scene.h
+++ b/editor/import/3d/resource_importer_scene.h
@@ -282,6 +282,7 @@ public:
// Import scenes *after* everything else (such as textures).
virtual int get_import_order() const override { return ResourceImporter::IMPORT_ORDER_SCENE; }
+ void _pre_fix_global(Node *p_scene, const HashMap &p_options) const;
Node *_pre_fix_node(Node *p_node, Node *p_root, HashMap][, Vector][>> &r_collision_map, Pair *r_occluder_arrays, List> &r_node_renames);
Node *_pre_fix_animations(Node *p_node, Node *p_root, const Dictionary &p_node_data, const Dictionary &p_animation_data, float p_animation_fps);
Node *_post_fix_node(Node *p_node, Node *p_root, HashMap][, Vector][>> &collision_map, Pair &r_occluder_arrays, HashSet][> &r_scanned_meshes, const Dictionary &p_node_data, const Dictionary &p_material_data, const Dictionary &p_animation_data, float p_animation_fps, float p_applied_root_scale);
diff --git a/editor/import/3d/scene_import_settings.cpp b/editor/import/3d/scene_import_settings.cpp
index 721eccdfddf..260684ae3da 100644
--- a/editor/import/3d/scene_import_settings.cpp
+++ b/editor/import/3d/scene_import_settings.cpp
@@ -433,13 +433,20 @@ void SceneImportSettingsDialog::_update_view_gizmos() {
return;
}
const HashMap &main_settings = scene_import_settings_data->current;
+ bool reshow_settings = false;
if (main_settings.has("nodes/import_as_skeleton_bones")) {
bool new_import_as_skeleton = main_settings["nodes/import_as_skeleton_bones"];
- if (new_import_as_skeleton != previous_import_as_skeleton) {
- previous_import_as_skeleton = new_import_as_skeleton;
- _re_import();
- open_settings(base_path);
- }
+ reshow_settings = reshow_settings || (new_import_as_skeleton != previous_import_as_skeleton);
+ previous_import_as_skeleton = new_import_as_skeleton;
+ }
+ if (main_settings.has("animation/import_rest_as_RESET")) {
+ bool new_rest_as_reset = main_settings["animation/import_rest_as_RESET"];
+ reshow_settings = reshow_settings || (new_rest_as_reset != previous_rest_as_reset);
+ previous_rest_as_reset = new_rest_as_reset;
+ }
+ if (reshow_settings) {
+ _re_import();
+ open_settings(base_path);
return;
}
for (const KeyValue &e : node_map) {
@@ -688,6 +695,9 @@ void SceneImportSettingsDialog::open_settings(const String &p_path, bool p_for_a
if (main_settings.has("nodes/import_as_skeleton_bones")) {
previous_import_as_skeleton = main_settings["nodes/import_as_skeleton_bones"];
}
+ if (main_settings.has("animation/import_rest_as_RESET")) {
+ previous_rest_as_reset = main_settings["animation/import_rest_as_RESET"];
+ }
popup_centered_ratio();
_update_view_gizmos();
_update_camera();
diff --git a/editor/import/3d/scene_import_settings.h b/editor/import/3d/scene_import_settings.h
index e1183dc5b0f..f4954c41db1 100644
--- a/editor/import/3d/scene_import_settings.h
+++ b/editor/import/3d/scene_import_settings.h
@@ -97,6 +97,7 @@ class SceneImportSettingsDialog : public ConfirmationDialog {
Animation::LoopMode animation_loop_mode = Animation::LOOP_NONE;
bool animation_pingpong = false;
bool previous_import_as_skeleton = false;
+ bool previous_rest_as_reset = false;
Ref collider_mat;
]