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maya-api

Maya: duplicate AnimCurve in the API/C++


Is there any easy way to copy any type of AnimCurve? I see using MFnAnimCurve it may become quite bloated.

P.S.: using Maya 2013 right now.


Solution

  • All right - I knew nobody cares as this problem is quite needless for 99.9999% of all c0ders.

    The answer is NO.

    This is the API/C++ solution I chose:

    bool copyAnimCurve(MFnDependencyNode &srcDN, MFnDependencyNode &destDN, MObject &destNode)
    {
        MFnAnimCurve s( srcDN.object() ), d;
        MAngle a; double w;
    
        destNode = d.create( s.animCurveType() );
        destDN.setObject( destNode );
        if ( !destNode.isNull() )
        {
            bool unitless( s.isUnitlessInput() ), weighted( s.isWeighted() );
            d.setName( newName( s.name() ) );
            d.setIsWeighted( weighted );
            d.setPreInfinityType( s.preInfinityType() );
            d.setPostInfinityType( s.postInfinityType() );
            // copy keys...
            MFnAnimCurve::TangentType tt[2];
            for ( uint i = 0; i < s.numKeys(); ++i )
            {
                tt[ true ] = s.inTangentType( i );
                tt[ false ] = s.outTangentType( i );
                if ( unitless )
                    d.addKey( s.unitlessInput( i ), s.value( i ), tt[ true ], tt[ false ] );
                else
                    d.addKey( s.time( i ), s.value( i ), tt[ true ], tt[ false ] );
                // tangents and weights are locked by default - so let's unlock them before setting any values!
                d.setTangentsLocked( i, false );
                d.setWeightsLocked( i, false );
                for ( int j=1; j>=0; --j )  if ( tt[ bool( j ) ] == MFnAnimCurve::TangentType::kTangentFixed )
                {
                    // tangents are internally stored using angle and weights - so we'll only use those.
                    s.getTangent( i, a, w, bool( j ) );
                    d.setTangent( i, a, w, bool( j ) );
                }
                d.setWeightsLocked( i, s.weightsLocked( i ) );
                d.setTangentsLocked( i, s.tangentsLocked( i ) );
                d.setIsBreakdown( i, s.isBreakdown( i ) );
            }
            return true;
        }
        cerr << "\nERROR CREATING AnimCurve COPY OF " << srcDN.name() << endl;
        return false;
    }
    

    P.S.: you'll need to implement your own MString newName(const MString& oldName).