This commit is contained in:
2025-01-08 00:15:45 +02:00
parent 090ffeb17d
commit c003b22bbd
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using UnityEngine;
using System.Collections;
namespace UMA
{
/// <summary>
/// Auxillary slot which adds a TwistBone component for the forearms of a newly created character.
/// </summary>
public class O3nArmLowerLegTwistSlotScript : MonoBehaviour
{
static int leftHandHash;
static int rightHandHash;
static int leftTwistHash;
static int rightTwistHash;
static int leftFootHash;
static int rightFootHash;
static int leftFootTwistHash;
static int rightFootTwistHash;
static int leftUpperArmTwistHash;
static int rightUpperArmTwistHash;
static int leftClavicleHash;
static int rightClavicleHash;
static int leftThighTwistHash;
static int rightThighTwistHash;
static int leftThighHash;
static int rightThighHash;
static bool hashesFound = false;
public void OnDnaApplied(UMAData umaData)
{
if (!hashesFound)
{
leftHandHash = UMAUtils.StringToHash("hand_L");
rightHandHash = UMAUtils.StringToHash("hand_R");
leftTwistHash = UMAUtils.StringToHash("LowerarmAdjustTwist_L");
rightTwistHash = UMAUtils.StringToHash("LowerarmAdjustTwist_R");
leftFootHash = UMAUtils.StringToHash("Foot_L");
rightFootHash = UMAUtils.StringToHash("Foot_R");
leftFootTwistHash = UMAUtils.StringToHash("CalfAdjustTwist_L");
rightFootTwistHash = UMAUtils.StringToHash("CalfAdjustTwist_R");
leftUpperArmTwistHash = UMAUtils.StringToHash("UpperarmAdjustTwist_L");
rightUpperArmTwistHash = UMAUtils.StringToHash("UpperarmAdjustTwist_R");
leftClavicleHash = UMAUtils.StringToHash("Upperarm_L");
rightClavicleHash = UMAUtils.StringToHash("Upperarm_R");
leftThighTwistHash = UMAUtils.StringToHash("ThighAdjustTwist_L");
rightThighTwistHash = UMAUtils.StringToHash("ThighAdjustTwist_R");
leftThighHash = UMAUtils.StringToHash("Thigh_L");
rightThighHash = UMAUtils.StringToHash("Thigh_R");
hashesFound = true;
}
GameObject leftHand = umaData.GetBoneGameObject(leftHandHash);
GameObject rightHand = umaData.GetBoneGameObject(rightHandHash);
GameObject leftTwist = umaData.GetBoneGameObject(leftTwistHash);
GameObject rightTwist = umaData.GetBoneGameObject(rightTwistHash);
GameObject leftFoot = umaData.GetBoneGameObject(leftFootHash);
GameObject rightFoot = umaData.GetBoneGameObject(rightFootHash);
GameObject leftFootTwist = umaData.GetBoneGameObject(leftFootTwistHash);
GameObject rightFootTwist = umaData.GetBoneGameObject(rightFootTwistHash);
GameObject leftUpperArmTwist = umaData.GetBoneGameObject(leftUpperArmTwistHash);
GameObject rightUpperArmTwist = umaData.GetBoneGameObject(rightUpperArmTwistHash);
GameObject leftUpperArm = umaData.GetBoneGameObject(leftClavicleHash);
GameObject rightUpperArm = umaData.GetBoneGameObject(rightClavicleHash);
GameObject leftThighTwist = umaData.GetBoneGameObject(leftThighTwistHash);
GameObject rightThighTwist = umaData.GetBoneGameObject(rightThighTwistHash);
GameObject leftThigh = umaData.GetBoneGameObject(leftThighHash);
GameObject rightThigh = umaData.GetBoneGameObject(rightThighHash);
if ((leftHand == null) || (rightHand == null) || (leftTwist == null) || (rightTwist == null)
|| (leftFoot == null) || (rightFoot == null) || (leftFootTwist == null) || (rightFootTwist == null)
|| (leftUpperArm == null) || (rightUpperArm == null) || (leftUpperArmTwist == null) || (rightUpperArmTwist == null)
|| (leftThighTwist == null) || (rightThighTwist == null) || (leftThigh == null) || (rightThigh == null))
{
Debug.LogError("Failed to add o3n Twist to: " + umaData.name);
return;
}
O3nTwistBone old = umaData.umaRoot.GetComponent<O3nTwistBone>();
if (old != null)
{
DestroyImmediate(old);
}
var twist = umaData.umaRoot.AddComponent<O3nTwistBone>();
twist.twistValue = 1.0f;
twist.twistValues = new float[] { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f, 0.5f };
twist.twistBone = new Transform[] {leftTwist.transform, rightTwist.transform, leftFootTwist.transform, rightFootTwist.transform, leftUpperArmTwist.transform, rightUpperArmTwist.transform, leftThighTwist.transform, rightThighTwist.transform};
twist.refBone = new Transform[] {leftHand.transform, rightHand.transform, leftFoot.transform, rightFoot.transform, leftUpperArm.transform, rightUpperArm.transform, leftThigh.transform, rightThigh.transform};
twist.originalRefRotation = new Quaternion[] { Quaternion.Euler(-108f,0f,0f), Quaternion.Euler(-72f, 0f, 0f) , Quaternion.Euler(-181f, 0f, 0f)
, Quaternion.Euler(1f, 0f, 0f), Quaternion.Euler(-163f, 0f, 0f), Quaternion.Euler(-17f, 0f, 0f), Quaternion.Euler(-184f, 0f, 0f), Quaternion.Euler(4f, 0f, 0f) };
twist.axisVector = new Vector3[] { Vector3.down, Vector3.up, Vector3.down, Vector3.up, Vector3.down, Vector3.up, Vector3.down, Vector3.up };
twist.shoulderTwist = new bool[] { false, false, false, false, true, true, false, false};
twist.enabled = new bool[] { true, true, true, true, true, true, true, true};
}
}
}
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@@ -0,0 +1,63 @@
using UnityEngine;
using System.Collections;
namespace UMA
{
/// <summary>
/// Auxillary slot which adds a TwistBone component for the forearms of a newly created character.
/// </summary>
public class O3nShoulderUpperLegTwistSlotScript : MonoBehaviour
{
static int leftShoulderHash;
static int rightShoulderHash;
static int leftShoulderTwistHash;
static int rightShoulerTwistHash;
static int leftThighHash;
static int rightThighHash;
static int leftThighTwistHash;
static int rightThighTwistHash;
static bool hashesFound = false;
public void OnDnaApplied(UMAData umaData)
{
if (!hashesFound)
{
leftShoulderHash = UMAUtils.StringToHash("Upperarm_L");
rightShoulderHash = UMAUtils.StringToHash("Upperarm_R");
leftShoulderTwistHash = UMAUtils.StringToHash("UpperarmAdjustTwist_L");
rightShoulerTwistHash = UMAUtils.StringToHash("UpperarmAdjustTwist_R");
leftThighHash = UMAUtils.StringToHash("Thigh_L");
rightThighHash = UMAUtils.StringToHash("Thigh_R");
leftThighTwistHash = UMAUtils.StringToHash("ThighAdjustTwist_L");
rightThighTwistHash = UMAUtils.StringToHash("ThighAdjustTwist_R");
hashesFound = true;
}
GameObject leftShoulder = umaData.GetBoneGameObject(leftShoulderHash);
GameObject rightShoulder = umaData.GetBoneGameObject(rightShoulderHash);
GameObject leftShoulderTwist = umaData.GetBoneGameObject(leftShoulderTwistHash);
GameObject rightShoulderTwist = umaData.GetBoneGameObject(rightShoulerTwistHash);
GameObject leftThigh = umaData.GetBoneGameObject(leftThighHash);
GameObject rightThigh = umaData.GetBoneGameObject(rightThighHash);
GameObject leftThighTwist = umaData.GetBoneGameObject(leftThighTwistHash);
GameObject rightThighTwist = umaData.GetBoneGameObject(rightThighTwistHash);
if ((leftShoulder == null) || (rightShoulder == null) || (leftShoulderTwist == null) || (rightShoulderTwist == null)
|| (leftThigh == null) || (rightThigh == null) || (leftThighTwist == null) || (rightThighTwist == null))
{
Debug.LogError("Failed to add o3n Forearm Twist to: " + umaData.name);
return;
}
var twist = umaData.umaRoot.AddComponent<TwistBones>();
twist.twistValue = -0.5f;
twist.twistBone = new Transform[] {leftShoulderTwist.transform, rightShoulderTwist.transform, leftThighTwist.transform, rightThighTwist.transform};
twist.refBone = new Transform[] {leftShoulder.transform, rightShoulder.transform, leftThigh.transform, rightThigh.transform};
}
}
}
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uploadId: 563683
@@ -0,0 +1,57 @@
using UnityEngine;
public class O3nTwistBone : MonoBehaviour
{
public float twistValue;
public float[] twistValues;
public float twistLimit = 45f;
public Transform[] twistBone;
public Transform[] refBone;
public Vector3[] axisVector;
public Quaternion[] originalRefRotation;
public bool[] shoulderTwist;
public bool[] enabled;
private float[] originalRefRotationAngle;
private float[] twistRotation;
private Vector3 rotated;
void Start()
{
if ((twistBone != null) && (refBone != null) && (twistBone.Length == refBone.Length))
{
twistRotation = new float[twistBone.Length];
originalRefRotationAngle = new float[twistBone.Length];
for (int i = 0; i < twistBone.Length; i++)
{
rotated = originalRefRotation[i] * Vector3.up;
originalRefRotationAngle[i] = Mathf.Atan2(rotated.z, rotated.y) * Mathf.Rad2Deg;
}
}
}
// LateUpdate is called once per frame
void LateUpdate()
{
twistValue = Mathf.Clamp(twistValue, 0f, 1f);
for (int i = 0; i < twistBone.Length; i++)
{
if (enabled[i])
{
rotated = refBone[i].localRotation * axisVector[i];
twistRotation[i] = Mathf.DeltaAngle(originalRefRotationAngle[i], Mathf.Atan2(rotated.z, rotated.y) * Mathf.Rad2Deg);
twistBone[i].localEulerAngles = (shoulderTwist[i]? Vector3.left : Vector3.right) * ClampAngle(Mathf.Lerp(0.0f, twistRotation[i], twistValues[i] * twistValue));
}
}
}
float ClampAngle(float angle)
{
if (angle < -180)
angle += 360;
if (angle > 180)
angle -= 360;
return Mathf.Clamp(angle, - twistLimit, twistLimit);
}
}
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m_Name: o3nForearmTwistRecipe
m_EditorClassIdentifier:
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DisplayValue:
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wardrobeRecipeThumbs: []
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