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While implementing USD rig/animation importing I noticed the AssImp viewer tool for viewing assets doesn't iterate over mSkeletons and instead just loops over each scene node transform.
Currently TinyUSDZ render scene data doesn't add bones to its scene graph hierarchy, and instead store bones inside a separate skeletons list
I'm wondering... 1) should I create assimp-nodes for each USD skeleton bone, 2) or should I populate aiScene::mSkeletons.
2 feels right, but would require updating AssimpViewer tool and O3DE to actually use mSkeletons... the fact it's not being used already makes it seem wrong to me. Like I'm missing something.
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While implementing USD rig/animation importing I noticed the AssImp viewer tool for viewing assets doesn't iterate over mSkeletons and instead just loops over each scene node transform.
My project (O3DE) does the same; it doesn't use aiScene (assimp scene) mSkeletons for building animation data. It instead looks over each ai scene node to see if the node's name matches a bone name found in an aiScene mesh. aiScene->mesh[x].bones[y].
Currently TinyUSDZ render scene data doesn't add bones to its scene graph hierarchy, and instead store bones inside a separate skeletons list
I'm wondering... 1) should I create assimp-nodes for each USD skeleton bone, 2) or should I populate aiScene::mSkeletons.
2 feels right, but would require updating AssimpViewer tool and O3DE to actually use mSkeletons... the fact it's not being used already makes it seem wrong to me. Like I'm missing something.
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