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|
||||
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|
||||
@@ -0,0 +1,111 @@
|
||||
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};
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,19 @@
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fileFormatVersion: 2
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guid: 53370c2a70cd672439770568037b0c36
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timeCreated: 1510431733
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licenseType: Store
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MonoImporter:
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packageName: o3n Male and Female UMA Races
|
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packageVersion: 1.35
|
||||
assetPath: Assets/o3n/o3nBaseUMARaces/Races/common/TwistScripts/O3nArmLowerLegTwistSlotScript.cs
|
||||
uploadId: 563683
|
||||
@@ -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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|
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|
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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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|
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m_Name: o3nForearmTwistRecipe
|
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recipeType: Standard
|
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DisplayValue:
|
||||
compatibleRaces: []
|
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wardrobeRecipeThumbs: []
|
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