导入leg插件,完成腿部动画

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2025-09-24 15:12:17 +08:00
parent 5087ff1cfe
commit 090e86c0ee
1087 changed files with 417484 additions and 30288 deletions

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using System;
using System.Collections.Generic;
using UnityEngine;
namespace FIMSpace.AnimationTools
{
public static class AnimationGenerateUtils
{
#region Curve Utilties
public static AnimationCurve ReduceKeyframes(AnimationCurve curve, float maxError)
{
Keyframe[] keys = curve.keys;
int i = 1;
while (keys.Length > 2 && i < keys.Length - 1)
{
Keyframe[] tempK = new Keyframe[keys.Length - 1];
int t = 0;
for (int k = 0; k < keys.Length; k++)
if (i != k) { tempK[t] = new Keyframe(keys[k].time, keys[k].value, keys[k].inTangent, keys[k].outTangent); t++; }
AnimationCurve tempCurve = new AnimationCurve();
tempCurve.keys = tempK;
float eval = Mathf.Abs(tempCurve.Evaluate(keys[i].time) - keys[i].value);
float checkBack = keys[i].time + (keys[i - 1].time - keys[i].time) * 0.5f;
float checkForward = keys[i].time + (keys[i + 1].time - keys[i].time) * 0.5f;
float previous = Mathf.Abs(tempCurve.Evaluate(checkBack) - curve.Evaluate(checkBack));
float next = Mathf.Abs(tempCurve.Evaluate(checkForward) - curve.Evaluate(checkForward));
if (eval < maxError && previous < maxError && next < maxError) keys = tempK; else i++;
}
return new AnimationCurve(keys);
}
public static void LoopCurve(ref AnimationCurve curve, bool averageBoth = false, float? endTime = null)
{
float key0Val = 0f;
if (curve.keys.Length > 0) key0Val = curve.keys[0].value;
if (endTime == null) // Loop start and last keyframe
{
if (curve.keys.Length == 0)
{
curve.AddKey(new Keyframe(0f, key0Val));
curve.AddKey(new Keyframe(1f, key0Val));
return;
}
else if (curve.keys.Length == 1)
{
curve.AddKey(new Keyframe(Mathf.Max(1f, curve.keys[0].time + 0.5f), key0Val));
return;
}
float targetVal = key0Val;
if (averageBoth) targetVal = Mathf.Lerp(key0Val, curve.keys[curve.keys.Length - 1].value, 0.5f);
curve.MoveKey(0, new Keyframe(curve.keys[0].time, targetVal));
curve.MoveKey(curve.keys.Length - 1, new Keyframe(curve.keys[curve.keys.Length - 1].time, targetVal));
}
else // Shifting last key near to end or adding new key
{
float maxTime = endTime.Value;
if (curve.keys.Length == 0)
{
curve.AddKey(new Keyframe(0f, key0Val));
curve.AddKey(new Keyframe(maxTime, key0Val));
return;
}
else if (curve.keys.Length == 1)
{
curve.AddKey(new Keyframe(maxTime, key0Val));
return;
}
float targetVal = key0Val;
if (averageBoth) targetVal = Mathf.Lerp(key0Val, curve.keys[curve.keys.Length - 1].value, 0.5f);
var key = curve.keys[curve.keys.Length - 1];
float lastKeyTime = key.time;
if (lastKeyTime != maxTime)
{
if (lastKeyTime < maxTime)
{
if (maxTime - lastKeyTime < maxTime * 0.1f)
{
lastKeyTime = maxTime;
}
}
}
curve.MoveKey(0, new Keyframe(curve.keys[0].time, targetVal));
curve.MoveKey(curve.keys.Length - 1, new Keyframe(lastKeyTime, targetVal));
}
}
public static void DistrubuteCurveOnTime(ref AnimationCurve curve, float startTime, float endTime)
{
float curveStart = curve.keys[0].time;
float curveEnd = curve.keys[curve.keys.Length - 1].time;
Keyframe[] evalKeys = new Keyframe[curve.keys.Length];
curve.keys.CopyTo(evalKeys, 0);
AnimationCurve refCurve = new AnimationCurve(evalKeys);
while (curve.keys.Length > 0)
{
curve.RemoveKey(curve.keys.Length - 1);
}
for (int k = 0; k < refCurve.keys.Length; k++)
//for (int k = refCurve.keys.Length - 1; k >= 0; k--)
//for (int k = refCurve.keys.Length - 1; k >= 0; k--)
{
Keyframe src = refCurve.keys[k];
Keyframe newK = src;
newK.time = Mathf.Lerp(startTime, endTime, Mathf.InverseLerp(curveStart, curveEnd, src.time));
curve.AddKey(newK);
}
//for (int k = 0; k < curve.keys.Length; k++)
//{
// Keyframe src = curve.keys[k];
// Keyframe newK = src;
// newK.time = Mathf.Lerp(startTime, endTime, Mathf.InverseLerp(curve.keys[0].time, curve.keys[curve.keys.Length - 1].time, src.time));
// curve.MoveKey(k, newK);
//}
}
#endregion
#region Coords Utilities
public static Quaternion EnsureQuaternionContinuity(Quaternion latestRot, Quaternion targetRot, bool normalize = false)
{
Quaternion flipped = new Quaternion(-targetRot.x, -targetRot.y, -targetRot.z, -targetRot.w);
Quaternion midQ = new Quaternion
(
Mathf.LerpUnclamped(latestRot.x, targetRot.x, 0.5f),
Mathf.LerpUnclamped(latestRot.y, targetRot.y, 0.5f),
Mathf.LerpUnclamped(latestRot.z, targetRot.z, 0.5f),
Mathf.LerpUnclamped(latestRot.w, targetRot.w, 0.5f)
);
Quaternion midQFlipped = new Quaternion
(
Mathf.LerpUnclamped(latestRot.x, flipped.x, 0.5f),
Mathf.LerpUnclamped(latestRot.y, flipped.y, 0.5f),
Mathf.LerpUnclamped(latestRot.z, flipped.z, 0.5f),
Mathf.LerpUnclamped(latestRot.w, flipped.w, 0.5f)
);
float angle = Quaternion.Angle(latestRot, midQ);
float angleTreshold = Quaternion.Angle(latestRot, midQFlipped);
if (normalize)
return angleTreshold < angle ? flipped.normalized : targetRot.normalized;
else
return angleTreshold < angle ? flipped : targetRot;
}
#endregion
#region Animator Extra Utilities
#if UNITY_EDITOR
static UnityEditor.Animations.AnimatorController _ikHelperAnimController = null;
public static UnityEditor.Animations.AnimatorController GetStoredHumanoidIKPreviousController { get { return _ikHelperAnimController; } }
//static RuntimeAnimatorController _ikHelperAnimRController = null;
#endif
/// <summary>
/// Applying unity humanoid IK on the scene preview after sampling animation
/// for better precision for animations editing
/// </summary>
public static void UpdateHumanoidIKPreview(Animator mecanim, AnimationClip clip, float time, bool restoreAnimator = true)
{
#if UNITY_EDITOR
if (clip != null)
{
#region Initialize temporary animator controller
if (_ikHelperAnimController == null)
{
_ikHelperAnimController = new UnityEditor.Animations.AnimatorController();
_ikHelperAnimController.name = "ADesigner-Helper-Controller";
}
if (_ikHelperAnimController.layers.Length == 0)
{
var state = new UnityEditor.Animations.AnimatorState();
state.motion = null;
state.iKOnFeet = true;
state.name = "0";
UnityEditor.Animations.AnimatorControllerLayer layer = new UnityEditor.Animations.AnimatorControllerLayer();
layer.name = "0";
layer.iKPass = true;
layer.stateMachine = new UnityEditor.Animations.AnimatorStateMachine();
layer.stateMachine.AddState(state, Vector3.zero);
layer.stateMachine.defaultState = state;
_ikHelperAnimController.AddLayer(layer);
}
#endregion
_ikHelperAnimController.layers[0].stateMachine.defaultState.motion = clip;
RuntimeAnimatorController preController = mecanim.runtimeAnimatorController;
var preUpd = mecanim.updateMode;
mecanim.updateMode = AnimatorUpdateMode.UnscaledTime;
mecanim.Rebind();
mecanim.runtimeAnimatorController = (RuntimeAnimatorController)_ikHelperAnimController;
mecanim.Play("0", 0, time / clip.length);
mecanim.Update(0f);
mecanim.updateMode = preUpd;
if (restoreAnimator) mecanim.runtimeAnimatorController = preController;
}
#endif
}
#endregion
}
}

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using System;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
namespace FIMSpace.FProceduralAnimation
{
[System.Serializable]
public class MotionInfluenceProcessor
{
/// <summary> Using separated influence on each axis when enabled </summary>
public bool AdvancedInfluence = false;
public Vector3 AxisMotionInfluence = Vector3.one;
public Vector3 AxisMotionInfluenceBackwards = Vector3.one;
/// <summary> Can be used to lower blending when character is moving / idling </summary>
private float MultiplyBlend = 1f;
[NonSerialized] public float ExtraBoost = 1f;
private float _sd_mb = 0f;
public void TransitionBlend(float target, float duration, float delta)
{
MultiplyBlend = Mathf.SmoothDamp(MultiplyBlend, target, ref _sd_mb, duration, 10000000f, delta);
}
public void Reset()
{
previousPosition = root.position;
localOffset = Vector3.zero;
rootOffset = Vector3.zero;
}
private Transform root;
public Vector3 OutputInfluenceOffset { get; private set; }
public Vector3 previousPosition { get; private set; }
public Vector3 rootOffset { get; private set; }
public Vector3 localOffset { get; private set; }
public void Init(Transform root)
{
this.root = root;
previousPosition = root.position;
localOffset = Vector3.zero;
}
public void Update()
{
rootOffset = root.position - previousPosition;
previousPosition = root.position;
localOffset = root.InverseTransformVector(rootOffset);
float blend = MultiplyBlend * ExtraBoost;
if (blend != 1f) localOffset *= blend;
Motion_MotionInfluence();
}
public void OverrideOffset(Vector3 offset)
{
rootOffset = offset;
localOffset = root.InverseTransformVector(rootOffset);
Motion_MotionInfluence();
}
private void Motion_MotionInfluence()
{
if (!AdvancedInfluence)
{
if (AxisMotionInfluence != Vector3.one) OutputInfluenceOffset = root.TransformVector(ScaleMotionInfluence(localOffset, AxisMotionInfluence));
}
else OutputInfluenceOffset = root.TransformVector(ScaleMotionInfluence(localOffset, AxisMotionInfluence, AxisMotionInfluenceBackwards));
}
private Vector3 ScaleMotionInfluence(Vector3 toScale, Vector3 influenceMul)
{
return new Vector3(
toScale.x * (1f - influenceMul.x),
toScale.y * (1f - influenceMul.y),
toScale.z * (1f - influenceMul.z));
}
private Vector3 ScaleMotionInfluence(Vector3 toScale, Vector3 influenceMulForw, Vector3 influenceMulBack)
{
if (toScale.x > 0f) toScale.x *= (1f - influenceMulForw.x); else toScale.x *= (1f - influenceMulBack.x);
if (toScale.y > 0f) toScale.y *= (1f - influenceMulForw.y); else toScale.y *= (1f - influenceMulBack.y);
if (toScale.z > 0f) toScale.z *= (1f - influenceMulForw.z); else toScale.z *= (1f - influenceMulBack.z);
return toScale;
}
public Vector3 CalculateInversedInfluence()
{
if (!AdvancedInfluence)
{
if (AxisMotionInfluence != Vector3.one) return root.TransformVector(ScaleMotionInfluenceInverse(localOffset, AxisMotionInfluence));
}
else return root.TransformVector(ScaleMotionInfluenceInverse(localOffset, AxisMotionInfluence, AxisMotionInfluenceBackwards));
return rootOffset;
}
private Vector3 ScaleMotionInfluenceInverse(Vector3 toScale, Vector3 influenceMul)
{
return new Vector3(
toScale.x * (influenceMul.x),
toScale.y * (influenceMul.y),
toScale.z * (influenceMul.z));
}
private Vector3 ScaleMotionInfluenceInverse(Vector3 toScale, Vector3 influenceMulForw, Vector3 influenceMulBack)
{
if (toScale.x > 0f) toScale.x *= (influenceMulForw.x); else toScale.x *= (influenceMulBack.x);
if (toScale.y > 0f) toScale.y *= (influenceMulForw.y); else toScale.y *= (influenceMulBack.y);
if (toScale.z > 0f) toScale.z *= (influenceMulForw.z); else toScale.z *= (influenceMulBack.z);
return toScale;
}
#if UNITY_EDITOR
public static void _EditorDrawGUI(SerializedProperty processor)
{
SerializedProperty motInfl = processor.FindPropertyRelative("AxisMotionInfluence");
SerializedProperty motInflAdv = processor.FindPropertyRelative("AdvancedInfluence");
SerializedProperty backwards = processor.FindPropertyRelative("AxisMotionInfluenceBackwards");
if (motInflAdv.boolValue == false) // Simple motion influence slider
{
float pre = motInfl.vector3Value.x;
Vector3 newVal = motInfl.vector3Value;
EditorGUILayout.BeginHorizontal();
newVal.x = EditorGUILayout.Slider(new GUIContent(motInfl.displayName, motInfl.tooltip), motInfl.vector3Value.x, 0f, 1f); EditorGUIUtility.labelWidth = 4;
EditorGUILayout.PropertyField(motInflAdv, new GUIContent(" ", "Switch to advanced motion influence settings"), GUILayout.Width(24)); EditorGUIUtility.labelWidth = 0;
EditorGUILayout.EndHorizontal();
if (newVal.x != pre)
{
motInfl.vector3Value = Vector3.one * newVal.x;
backwards.vector3Value = motInfl.vector3Value;
}
}
else // Motion influence per axis
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PropertyField(motInfl); EditorGUIUtility.labelWidth = 4;
EditorGUILayout.PropertyField(motInflAdv, new GUIContent(" ", "Switch to advanced motion influence settings"), GUILayout.Width(24)); EditorGUIUtility.labelWidth = 0;
EditorGUILayout.EndHorizontal();
EditorGUILayout.PropertyField(backwards);
}
}
#endif
}
}

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