unity avatar exporter plugin

This commit is contained in:
David Back 2018-12-05 17:39:15 -08:00
parent 653974ca30
commit 1171821fc9
14 changed files with 2494 additions and 0 deletions

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// AvatarExporter.cs
//
// Created by David Back on 28 Nov 2018
// Copyright 2018 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
using UnityEngine;
using UnityEditor;
using System;
using System.IO;
using System.Collections.Generic;
public class AvatarExporter : MonoBehaviour {
public static Dictionary<string, string> UNITY_TO_HIFI_JOINT_NAME = new Dictionary<string, string> {
{"Chest", "Spine1"},
{"Head", "Head"},
{"Hips", "Hips"},
{"Left Index Distal", "LeftHandIndex3"},
{"Left Index Intermediate", "LeftHandIndex2"},
{"Left Index Proximal", "LeftHandIndex1"},
{"Left Little Distal", "LeftHandPinky3"},
{"Left Little Intermediate", "LeftHandPinky2"},
{"Left Little Proximal", "LeftHandPinky1"},
{"Left Middle Distal", "LeftHandMiddle3"},
{"Left Middle Intermediate", "LeftHandMiddle2"},
{"Left Middle Proximal", "LeftHandMiddle1"},
{"Left Ring Distal", "LeftHandRing3"},
{"Left Ring Intermediate", "LeftHandRing2"},
{"Left Ring Proximal", "LeftHandRing1"},
{"Left Thumb Distal", "LeftHandThumb3"},
{"Left Thumb Intermediate", "LeftHandThumb2"},
{"Left Thumb Proximal", "LeftHandThumb1"},
{"LeftEye", "LeftEye"},
{"LeftFoot", "LeftFoot"},
{"LeftHand", "LeftHand"},
{"LeftLowerArm", "LeftForeArm"},
{"LeftLowerLeg", "LeftLeg"},
{"LeftShoulder", "LeftShoulder"},
{"LeftToes", "LeftToeBase"},
{"LeftUpperArm", "LeftArm"},
{"LeftUpperLeg", "LeftUpLeg"},
{"Neck", "Neck"},
{"Right Index Distal", "RightHandIndex3"},
{"Right Index Intermediate", "RightHandIndex2"},
{"Right Index Proximal", "RightHandIndex1"},
{"Right Little Distal", "RightHandPinky3"},
{"Right Little Intermediate", "RightHandPinky2"},
{"Right Little Proximal", "RightHandPinky1"},
{"Right Middle Distal", "RightHandMiddle3"},
{"Right Middle Intermediate", "RightHandMiddle2"},
{"Right Middle Proximal", "RightHandMiddle1"},
{"Right Ring Distal", "RightHandRing3"},
{"Right Ring Intermediate", "RightHandRing2"},
{"Right Ring Proximal", "RightHandRing1"},
{"Right Thumb Distal", "RightHandThumb3"},
{"Right Thumb Intermediate", "RightHandThumb2"},
{"Right Thumb Proximal", "RightHandThumb1"},
{"RightEye", "RightEye"},
{"RightFoot", "RightFoot"},
{"RightHand", "RightHand"},
{"RightLowerArm", "RightForeArm"},
{"RightLowerLeg", "RightLeg"},
{"RightShoulder", "RightShoulder"},
{"RightToes", "RightToeBase"},
{"RightUpperArm", "RightArm"},
{"RightUpperLeg", "RightUpLeg"},
{"Spine", "Spine"},
{"UpperChest", "Spine2"},
};
public static string exportedPath = String.Empty;
[MenuItem("High Fidelity/Export New Avatar")]
public static void ExportNewAvatar() {
ExportSelectedAvatar(false);
}
[MenuItem("High Fidelity/Export New Avatar", true)]
private static bool ExportNewAvatarValidator() {
// only enable Export New Avatar option if we have an asset selected
string[] guids = Selection.assetGUIDs;
return guids.Length > 0;
}
[MenuItem("High Fidelity/Update Avatar")]
public static void UpdateAvatar() {
ExportSelectedAvatar(true);
}
[MenuItem("High Fidelity/Update Avatar", true)]
private static bool UpdateAvatarValidation() {
// only enable Update Avatar option if the selected avatar is the last one that was exported
if (exportedPath != String.Empty) {
string[] guids = Selection.assetGUIDs;
if (guids.Length > 0) {
string selectedAssetPath = AssetDatabase.GUIDToAssetPath(guids[0]);
string selectedAsset = Path.GetFileNameWithoutExtension(selectedAssetPath);
string exportedAsset = Path.GetFileNameWithoutExtension(exportedPath);
return exportedAsset == selectedAsset;
}
}
return false;
}
public static void ExportSelectedAvatar(bool usePreviousPath) {
string assetPath = AssetDatabase.GUIDToAssetPath(Selection.assetGUIDs[0]);
if (assetPath.LastIndexOf(".fbx") == -1) {
EditorUtility.DisplayDialog("Error", "Please select an fbx avatar to export", "Ok");
return;
}
ModelImporter importer = ModelImporter.GetAtPath(assetPath) as ModelImporter;
if (importer == null) {
EditorUtility.DisplayDialog("Error", "Please select a model", "Ok");
return;
}
if (importer.animationType != ModelImporterAnimationType.Human) {
EditorUtility.DisplayDialog("Error", "Please set model's Animation Type to Humanoid", "Ok");
return;
}
// store joint mappings only for joints that exist in hifi and verify missing joints
HumanDescription humanDescription = importer.humanDescription;
HumanBone[] boneMap = humanDescription.human;
Dictionary<string, string> jointMappings = new Dictionary<string, string>();
foreach (HumanBone bone in boneMap) {
string humanBone = bone.humanName;
string hifiJointName;
if (UNITY_TO_HIFI_JOINT_NAME.TryGetValue(humanBone, out hifiJointName)) {
jointMappings.Add(hifiJointName, bone.boneName);
}
}
if (!jointMappings.ContainsKey("Hips")) {
EditorUtility.DisplayDialog("Error", "There is no Hips bone in selected avatar", "Ok");
return;
}
if (!jointMappings.ContainsKey("Spine")) {
EditorUtility.DisplayDialog("Error", "There is no Spine bone in selected avatar", "Ok");
return;
}
if (!jointMappings.ContainsKey("Spine1")) {
EditorUtility.DisplayDialog("Error", "There is no Chest bone in selected avatar", "Ok");
return;
}
if (!jointMappings.ContainsKey("Spine2")) {
// if there is no UpperChest (Spine2) bone then we remap Chest (Spine1) to Spine2 in hifi and skip Spine1
jointMappings["Spine2"] = jointMappings["Spine1"];
jointMappings.Remove("Spine1");
}
// open folder explorer defaulting to user documents folder to select target path if exporting new avatar,
// otherwise use previously exported path if updating avatar
string directoryPath;
string assetName = Path.GetFileNameWithoutExtension(assetPath);
if (!usePreviousPath || exportedPath == String.Empty) {
string documentsFolder = System.Environment.GetFolderPath(System.Environment.SpecialFolder.MyDocuments);
if (!SelectExportFolder(assetName, documentsFolder, out directoryPath)) {
return;
}
} else {
directoryPath = Path.GetDirectoryName(exportedPath) + "/";
}
Directory.CreateDirectory(directoryPath);
// delete any existing fst since we agreed to overwrite it
string fstPath = directoryPath + assetName + ".fst";
if (File.Exists(fstPath)) {
File.Delete(fstPath);
}
// write out core fields to top of fst file
File.WriteAllText(fstPath, "name = " + assetName + "\ntype = body+head\nscale = 1\nfilename = " +
assetName + ".fbx\n" + "texdir = textures\n");
// write out joint mappings to fst file
foreach (var jointMapping in jointMappings) {
File.AppendAllText(fstPath, "jointMap = " + jointMapping.Key + " = " + jointMapping.Value + "\n");
}
// delete any existing fbx since we agreed to overwrite it, and copy fbx over
string targetAssetPath = directoryPath + assetName + ".fbx";
if (File.Exists(targetAssetPath)) {
File.Delete(targetAssetPath);
}
File.Copy(assetPath, targetAssetPath);
exportedPath = targetAssetPath;
}
public static bool SelectExportFolder(string assetName, string initialPath, out string directoryPath) {
string selectedPath = EditorUtility.OpenFolderPanel("Select export location", initialPath, "");
if (selectedPath.Length == 0) { // folder selection cancelled
directoryPath = "";
return false;
}
directoryPath = selectedPath + "/" + assetName + "/";
if (Directory.Exists(directoryPath)) {
bool overwrite = EditorUtility.DisplayDialog("Error", "Directory " + assetName +
" already exists here, would you like to overwrite it?", "Yes", "No");
if (!overwrite) {
SelectExportFolder(assetName, selectedPath, out directoryPath);
}
}
return true;
}
}

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