fixed issues to get node animations working
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@@ -146,7 +146,7 @@ glTFExporter::glTFExporter(const char* filename, IOSystem* pIOSystem, const aiSc
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ExportAnimations();
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ExportSkins();
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// ExportSkins();
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glTF::AssetWriter writer(*mAsset);
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@@ -586,7 +586,9 @@ void glTFExporter::ExportMeshes()
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unsigned int glTFExporter::ExportNode(const aiNode* n)
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{
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std::cout<< "n->mName.C_Str() " << n->mName.C_Str() << "\n";
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Ref<Node> node = mAsset->nodes.Create(mAsset->FindUniqueID(n->mName.C_Str(), "node"));
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std::cout<< "node->id " << node->id << "\n";
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if (!n->mTransformation.IsIdentity()) {
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node->matrix.isPresent = true;
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@@ -705,46 +707,54 @@ inline void ExtractAnimationData(Asset& mAsset, std::string& animId, Ref<Animati
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//-------------------------------------------------------
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// Extract TIME parameter data.
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// Check if the timeStamps are the same for mPositionKeys, mRotationKeys, and mScalingKeys.
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typedef float TimeType;
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std::vector<TimeType> timeData;
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timeData.resize(nodeChannel->mNumPositionKeys);
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for (size_t i = 0; i < nodeChannel->mNumPositionKeys; ++i) {
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timeData[i] = nodeChannel->mPositionKeys[i].mTime; // Check if we have to cast type here. e.g. uint16_t()
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}
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if(nodeChannel->mNumPositionKeys > 0) {
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std::cout<< "Parameters.TIME\n";
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typedef float TimeType;
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std::vector<TimeType> timeData;
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timeData.resize(nodeChannel->mNumPositionKeys);
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for (size_t i = 0; i < nodeChannel->mNumPositionKeys; ++i) {
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timeData[i] = nodeChannel->mPositionKeys[i].mTime; // Check if we have to cast type here. e.g. uint16_t()
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}
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Ref<Accessor> timeAccessor = ExportAnimationData(mAsset, animId, buffer, nodeChannel->mNumPositionKeys, &timeData[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_FLOAT);
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if (timeAccessor) animRef->Parameters.TIME = timeAccessor;
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Ref<Accessor> timeAccessor = ExportAnimationData(mAsset, animId, buffer, nodeChannel->mNumPositionKeys, &timeData[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_FLOAT);
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if (timeAccessor) animRef->Parameters.TIME = timeAccessor;
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}
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//-------------------------------------------------------
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// Extract translation parameter data
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C_STRUCT aiVector3D* translationData = new aiVector3D[nodeChannel->mNumPositionKeys];
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for (size_t i = 0; i < nodeChannel->mNumPositionKeys; ++i) {
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translationData[i] = nodeChannel->mPositionKeys[i].mValue;
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}
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if(nodeChannel->mNumPositionKeys > 0) {
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C_STRUCT aiVector3D* translationData = new aiVector3D[nodeChannel->mNumPositionKeys];
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for (size_t i = 0; i < nodeChannel->mNumPositionKeys; ++i) {
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translationData[i] = nodeChannel->mPositionKeys[i].mValue;
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}
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Ref<Accessor> tranAccessor = ExportAnimationData(mAsset, animId, buffer, nodeChannel->mNumPositionKeys, translationData, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
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if (tranAccessor) animRef->Parameters.translation = tranAccessor;
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Ref<Accessor> tranAccessor = ExportAnimationData(mAsset, animId, buffer, nodeChannel->mNumPositionKeys, translationData, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
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if (tranAccessor) animRef->Parameters.translation = tranAccessor;
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}
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//-------------------------------------------------------
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// Extract scale parameter data
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C_STRUCT aiVector3D* scaleData = new aiVector3D[nodeChannel->mNumScalingKeys];
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for (size_t i = 0; i < nodeChannel->mNumScalingKeys; ++i) {
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scaleData[i] = nodeChannel->mScalingKeys[i].mValue;
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}
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if(nodeChannel->mNumScalingKeys > 0) {
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C_STRUCT aiVector3D* scaleData = new aiVector3D[nodeChannel->mNumScalingKeys];
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for (size_t i = 0; i < nodeChannel->mNumScalingKeys; ++i) {
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scaleData[i] = nodeChannel->mScalingKeys[i].mValue;
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}
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Ref<Accessor> scaleAccessor = ExportAnimationData(mAsset, animId, buffer, nodeChannel->mNumScalingKeys, scaleData, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
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if (scaleAccessor) animRef->Parameters.scale = scaleAccessor;
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Ref<Accessor> scaleAccessor = ExportAnimationData(mAsset, animId, buffer, nodeChannel->mNumScalingKeys, scaleData, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
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if (scaleAccessor) animRef->Parameters.scale = scaleAccessor;
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}
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//-------------------------------------------------------
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// Extract rotation parameter data
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C_STRUCT aiQuaternion* rotationData = new aiQuaternion[nodeChannel->mNumRotationKeys];
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for (size_t i = 0; i < nodeChannel->mNumRotationKeys; ++i) {
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rotationData[i] = nodeChannel->mRotationKeys[i].mValue;
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if(nodeChannel->mNumRotationKeys > 0) {
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C_STRUCT aiQuaternion* rotationData = new aiQuaternion[nodeChannel->mNumRotationKeys];
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for (size_t i = 0; i < nodeChannel->mNumRotationKeys; ++i) {
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rotationData[i] = nodeChannel->mRotationKeys[i].mValue;
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}
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Ref<Accessor> rotAccessor = ExportAnimationData(mAsset, animId, buffer, nodeChannel->mNumRotationKeys, rotationData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
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if (rotAccessor) animRef->Parameters.rotation = rotAccessor;
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}
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Ref<Accessor> rotAccessor = ExportAnimationData(mAsset, animId, buffer, nodeChannel->mNumRotationKeys, rotationData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
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if (rotAccessor) animRef->Parameters.rotation = rotAccessor;
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}
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@@ -784,7 +794,7 @@ void glTFExporter::ExportAnimations()
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for (unsigned int i = 0; i < mScene->mNumAnimations; ++i) {
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const aiAnimation* anim = mScene->mAnimations[i];
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std::string nameAnim;
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std::string nameAnim = "anim";
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if (anim->mName.length > 0) {
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nameAnim = anim->mName.C_Str();
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}
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@@ -798,6 +808,7 @@ void glTFExporter::ExportAnimations()
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std::string name = nameAnim + "_" + std::to_string(channelIndex);
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name = mAsset->FindUniqueID(name, "animation");
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Ref<Animation> animRef = mAsset->animations.Create(name);
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std::cout<<"channelName " << name << "\n";
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/******************* Parameters ********************/
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// If compression is used then you need parameters of uncompressed region: begin and size. At this step "begin" is stored.
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@@ -808,30 +819,73 @@ void glTFExporter::ExportAnimations()
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// Otherwise, add to the buffer and create a new accessor.
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ExtractAnimationData(*mAsset, name, animRef, bufferRef, nodeChannel);
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// for (unsigned int j = 0; j < 3; ++j) {
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// std::string channelType;
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// switch (j) {
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// case 0:
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// channelType = "rotation";
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// break;
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// case 1:
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// channelType = "scale";
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// break;
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// case 2:
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// channelType = "translation";
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// break;
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// }
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// animRef->Channels[j].sampler = name + "_" + channelType;
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// animRef->Channels[j].target.path = channelType;
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// animRef->Samplers[j].output = channelType;
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// animRef->Samplers[j].id = name + "_" + channelType;
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// animRef->Channels[j].target.id = mAsset->nodes.Get(nodeChannel->mNodeName.C_Str());
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// animRef->Samplers[j].input = "TIME";
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// animRef->Samplers[j].interpolation = "LINEAR";
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// }
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for (unsigned int j = 0; j < 3; ++j) {
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std::string channelType;
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int channelSize;
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switch (j) {
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case 0:
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channelType = "rotation";
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channelSize = nodeChannel->mNumRotationKeys;
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break;
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case 1:
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channelType = "scale";
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channelSize = nodeChannel->mNumScalingKeys;
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break;
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case 2:
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channelType = "translation";
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channelSize = nodeChannel->mNumPositionKeys;
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break;
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}
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animRef->Channels[j].sampler = name + "_" + channelType;
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animRef->Channels[j].target.path = channelType;
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animRef->Samplers[j].output = channelType;
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animRef->Samplers[j].id = name + "_" + channelType;
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if (channelSize < 1) { continue; }
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animRef->Channels[j].target.id = mAsset->nodes.Get(nodeChannel->mNodeName.C_Str());
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std::cout<<"channelType " << channelType << "\n";
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animRef->Samplers[j].input = "TIME";
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animRef->Samplers[j].interpolation = "LINEAR";
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Animation::AnimChannel tmpAnimChannel;
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Animation::AnimSampler tmpAnimSampler;
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tmpAnimChannel.sampler = name + "_" + channelType;
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tmpAnimChannel.target.path = channelType;
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tmpAnimSampler.output = channelType;
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tmpAnimSampler.id = name + "_" + channelType;
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std::cout<<"nodeChannel->mNodeName.C_Str() " << nodeChannel->mNodeName.C_Str() << "\n";
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tmpAnimChannel.target.id = mAsset->nodes.Get(nodeChannel->mNodeName.C_Str());
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std::cout<<"tmpAnimChannel.target.id " << tmpAnimChannel.target.id << "\n";
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tmpAnimSampler.input = "TIME";
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tmpAnimSampler.interpolation = "LINEAR";
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animRef->Channels.push_back(tmpAnimChannel);
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animRef->Samplers.push_back(tmpAnimSampler);
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}
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}
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std::cout<<"mNumMeshChannels " << anim->mNumMeshChannels << "\n";
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