Description
Extend the current scene processing tool to extract skeletal data. We need to move from "Static Mesh" to "Skinned Mesh" support during the conversion of FBX/GLTF files into our internal format.
Key Tasks
- Bone Hierarchy Extraction: Map the Assimp node hierarchy to a custom
SkeletonResource.
- Vertex Data Extension: Update the internal mesh format to include
BoneIDs and BoneWeights (typically 4 bones per vertex).
- Animation Clip Serialization: Extract keyframe data (Translation, Rotation, Scale) into a
AnimationClipResource.
- Asset Linking: Update the
PrimitiveComponent to allow optional linking to a SkeletonResource.
Description
Extend the current scene processing tool to extract skeletal data. We need to move from "Static Mesh" to "Skinned Mesh" support during the conversion of FBX/GLTF files into our internal format.
Key Tasks
SkeletonResource.BoneIDsandBoneWeights(typically 4 bones per vertex).AnimationClipResource.PrimitiveComponentto allow optional linking to aSkeletonResource.