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Merge pull request #14583 from dback2/unityAvatarExporter2
Avatar Exporter - joint rotation offsets and file workflow changes
This commit is contained in:
commit
e7f7f295b0
6 changed files with 527 additions and 111 deletions
1
.gitignore
vendored
1
.gitignore
vendored
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@ -100,3 +100,4 @@ tools/jsdoc/package-lock.json
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tools/unity-avatar-exporter/Library
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tools/unity-avatar-exporter/Packages
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tools/unity-avatar-exporter/ProjectSettings
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tools/unity-avatar-exporter/Temp
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@ -12,8 +12,8 @@ using System;
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using System.IO;
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using System.Collections.Generic;
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public class AvatarExporter : MonoBehaviour {
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public static Dictionary<string, string> UNITY_TO_HIFI_JOINT_NAME = new Dictionary<string, string> {
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class AvatarExporter : MonoBehaviour {
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static readonly Dictionary<string, string> HUMANOID_TO_HIFI_JOINT_NAME = new Dictionary<string, string> {
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{"Chest", "Spine1"},
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{"Head", "Head"},
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{"Hips", "Hips"},
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@ -70,138 +70,531 @@ public class AvatarExporter : MonoBehaviour {
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{"UpperChest", "Spine2"},
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};
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public static string exportedPath = String.Empty;
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static readonly Dictionary<string, Quaternion> referenceAbsoluteRotations = new Dictionary<string, Quaternion> {
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{"Head", new Quaternion(-2.509889e-9f, -3.379446e-12f, 2.306033e-13f, 1f)},
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{"Hips", new Quaternion(-3.043941e-10f, -1.573706e-7f, 5.112975e-6f, 1f)},
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{"LeftHandIndex3", new Quaternion(-0.5086057f, 0.4908088f, -0.4912299f, -0.5090388f)},
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{"LeftHandIndex2", new Quaternion(-0.4934928f, 0.5062312f, -0.5064303f, -0.4936835f)},
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{"LeftHandIndex1", new Quaternion(-0.4986293f, 0.5017503f, -0.5013659f, -0.4982448f)},
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{"LeftHandPinky3", new Quaternion(-0.490056f, 0.5143053f, -0.5095307f, -0.4855038f)},
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{"LeftHandPinky2", new Quaternion(-0.5083722f, 0.4954255f, -0.4915887f, -0.5044324f)},
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{"LeftHandPinky1", new Quaternion(-0.5062528f, 0.497324f, -0.4937346f, -0.5025966f)},
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{"LeftHandMiddle3", new Quaternion(-0.4871885f, 0.5123404f, -0.5125002f, -0.4873383f)},
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{"LeftHandMiddle2", new Quaternion(-0.5171652f, 0.4827828f, -0.4822642f, -0.5166069f)},
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{"LeftHandMiddle1", new Quaternion(-0.4955998f, 0.5041052f, -0.5043675f, -0.4958555f)},
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{"LeftHandRing3", new Quaternion(-0.4936301f, 0.5097645f, -0.5061787f, -0.4901562f)},
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{"LeftHandRing2", new Quaternion(-0.5089865f, 0.4943658f, -0.4909532f, -0.5054707f)},
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{"LeftHandRing1", new Quaternion(-0.5020972f, 0.5005084f, -0.4979034f, -0.4994819f)},
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{"LeftHandThumb3", new Quaternion(-0.7228092f, 0.2988393f, -0.4472938f, -0.4337862f)},
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{"LeftHandThumb2", new Quaternion(-0.7554525f, 0.2018595f, -0.3871402f, -0.4885356f)},
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{"LeftHandThumb1", new Quaternion(-0.7276843f, 0.2878546f, -0.439926f, -0.4405459f)},
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{"LeftEye", new Quaternion(-2.509889e-9f, -3.379446e-12f, 2.306033e-13f, 1f)},
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{"LeftFoot", new Quaternion(0.009215056f, 0.3612514f, 0.9323555f, -0.01121602f)},
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{"LeftHand", new Quaternion(-0.4797408f, 0.5195366f, -0.5279632f, -0.4703038f)},
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{"LeftForeArm", new Quaternion(-0.4594738f, 0.4594729f, -0.5374805f, -0.5374788f)},
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{"LeftLeg", new Quaternion(-0.0005380471f, -0.03154583f, 0.9994993f, 0.002378627f)},
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{"LeftShoulder", new Quaternion(-0.3840606f, 0.525857f, -0.5957767f, -0.47013f)},
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{"LeftToeBase", new Quaternion(-0.0002536641f, 0.7113448f, 0.7027079f, -0.01379319f)},
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{"LeftArm", new Quaternion(-0.4591927f, 0.4591916f, -0.5377204f, -0.5377193f)},
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{"LeftUpLeg", new Quaternion(-0.0006682819f, 0.0006864658f, 0.9999968f, -0.002333928f)},
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{"Neck", new Quaternion(-2.509889e-9f, -3.379446e-12f, 2.306033e-13f, 1f)},
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{"RightHandIndex3", new Quaternion(0.5083892f, 0.4911618f, -0.4914584f, 0.5086939f)},
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{"RightHandIndex2", new Quaternion(0.4931984f, 0.5065879f, -0.5067145f, 0.4933202f)},
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{"RightHandIndex1", new Quaternion(0.4991491f, 0.5012957f, -0.5008481f, 0.4987026f)},
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{"RightHandPinky3", new Quaternion(0.4890696f, 0.5154139f, -0.5104482f, 0.4843578f)},
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{"RightHandPinky2", new Quaternion(0.5084175f, 0.495413f, -0.4915423f, 0.5044444f)},
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{"RightHandPinky1", new Quaternion(0.5069782f, 0.4965974f, -0.4930001f, 0.5033045f)},
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{"RightHandMiddle3", new Quaternion(0.4867662f, 0.5129694f, -0.5128888f, 0.4866894f)},
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{"RightHandMiddle2", new Quaternion(0.5167004f, 0.4833596f, -0.4827653f, 0.5160643f)},
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{"RightHandMiddle1", new Quaternion(0.4965845f, 0.5031784f, -0.5033959f, 0.4967981f)},
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{"RightHandRing3", new Quaternion(0.4933217f, 0.5102056f, -0.5064691f, 0.4897075f)},
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{"RightHandRing2", new Quaternion(0.5085972f, 0.494844f, -0.4913519f, 0.505007f)},
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{"RightHandRing1", new Quaternion(0.502959f, 0.4996676f, -0.4970418f, 0.5003144f)},
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{"RightHandThumb3", new Quaternion(0.7221864f, 0.3001843f, -0.4482129f, 0.4329457f)},
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{"RightHandThumb2", new Quaternion(0.755621f, 0.20102f, -0.386691f, 0.4889769f)},
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{"RightHandThumb1", new Quaternion(0.7277303f, 0.2876409f, -0.4398623f, 0.4406733f)},
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{"RightEye", new Quaternion(-2.509889e-9f, -3.379446e-12f, 2.306033e-13f, 1f)},
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{"RightFoot", new Quaternion(-0.009482829f, 0.3612484f, 0.9323512f, 0.01144584f)},
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{"RightHand", new Quaternion(0.4797273f, 0.5195542f, -0.5279628f, 0.4702987f)},
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{"RightForeArm", new Quaternion(0.4594217f, 0.4594215f, -0.5375242f, 0.5375237f)},
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{"RightLeg", new Quaternion(0.0005446263f, -0.03177159f, 0.9994922f, -0.002395923f)},
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{"RightShoulder", new Quaternion(0.3841222f, 0.5257177f, -0.5957286f, 0.4702966f)},
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{"RightToeBase", new Quaternion(0.0001034f, 0.7113398f, 0.7027067f, 0.01411251f)},
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{"RightArm", new Quaternion(0.4591419f, 0.4591423f, -0.537763f, 0.5377624f)},
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{"RightUpLeg", new Quaternion(0.0006750703f, 0.0008973633f, 0.9999966f, 0.002352045f)},
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{"Spine", new Quaternion(-0.05427956f, 1.508558e-7f, -2.775203e-6f, 0.9985258f)},
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{"Spine1", new Quaternion(-0.0824653f, 1.25274e-7f, -6.75759e-6f, 0.996594f)},
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{"Spine2", new Quaternion(-0.0824653f, 1.25274e-7f, -6.75759e-6f, 0.996594f)},
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};
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static Dictionary<string, string> userBoneToHumanoidMappings = new Dictionary<string, string>();
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static Dictionary<string, string> userParentNames = new Dictionary<string, string>();
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static Dictionary<string, Quaternion> userAbsoluteRotations = new Dictionary<string, Quaternion>();
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static string assetPath = "";
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static string assetName = "";
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static HumanDescription humanDescription;
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[MenuItem("High Fidelity/Export New Avatar")]
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public static void ExportNewAvatar() {
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static void ExportNewAvatar() {
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ExportSelectedAvatar(false);
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}
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[MenuItem("High Fidelity/Export New Avatar", true)]
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private static bool ExportNewAvatarValidator() {
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// only enable Export New Avatar option if we have an asset selected
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string[] guids = Selection.assetGUIDs;
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return guids.Length > 0;
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}
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[MenuItem("High Fidelity/Update Avatar")]
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public static void UpdateAvatar() {
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[MenuItem("High Fidelity/Update Existing Avatar")]
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static void UpdateAvatar() {
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ExportSelectedAvatar(true);
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}
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[MenuItem("High Fidelity/Update Avatar", true)]
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private static bool UpdateAvatarValidation() {
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// only enable Update Avatar option if the selected avatar is the last one that was exported
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if (exportedPath != String.Empty) {
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string[] guids = Selection.assetGUIDs;
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if (guids.Length > 0) {
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string selectedAssetPath = AssetDatabase.GUIDToAssetPath(guids[0]);
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string selectedAsset = Path.GetFileNameWithoutExtension(selectedAssetPath);
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string exportedAsset = Path.GetFileNameWithoutExtension(exportedPath);
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return exportedAsset == selectedAsset;
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static void ExportSelectedAvatar(bool updateAvatar) {
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string[] guids = Selection.assetGUIDs;
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if (guids.Length != 1) {
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if (guids.Length == 0) {
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EditorUtility.DisplayDialog("Error", "Please select an asset to export.", "Ok");
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} else {
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EditorUtility.DisplayDialog("Error", "Please select a single asset to export.", "Ok");
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}
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}
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return false;
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}
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public static void ExportSelectedAvatar(bool usePreviousPath) {
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string assetPath = AssetDatabase.GUIDToAssetPath(Selection.assetGUIDs[0]);
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if (assetPath.LastIndexOf(".fbx") == -1) {
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EditorUtility.DisplayDialog("Error", "Please select an fbx avatar to export", "Ok");
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return;
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}
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ModelImporter importer = ModelImporter.GetAtPath(assetPath) as ModelImporter;
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if (importer == null) {
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EditorUtility.DisplayDialog("Error", "Please select a model", "Ok");
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assetPath = AssetDatabase.GUIDToAssetPath(Selection.assetGUIDs[0]);
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assetName = Path.GetFileNameWithoutExtension(assetPath);
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ModelImporter modelImporter = ModelImporter.GetAtPath(assetPath) as ModelImporter;
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if (Path.GetExtension(assetPath).ToLower() != ".fbx" || modelImporter == null) {
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EditorUtility.DisplayDialog("Error", "Please select an .fbx model asset to export.", "Ok");
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return;
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}
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if (importer.animationType != ModelImporterAnimationType.Human) {
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EditorUtility.DisplayDialog("Error", "Please set model's Animation Type to Humanoid", "Ok");
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if (modelImporter.animationType != ModelImporterAnimationType.Human) {
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EditorUtility.DisplayDialog("Error", "Please set model's Animation Type to Humanoid in the Rig section of it's Inspector window.", "Ok");
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return;
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}
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// store joint mappings only for joints that exist in hifi and verify missing joints
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HumanDescription humanDescription = importer.humanDescription;
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HumanBone[] boneMap = humanDescription.human;
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Dictionary<string, string> jointMappings = new Dictionary<string, string>();
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foreach (HumanBone bone in boneMap) {
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string humanBone = bone.humanName;
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string hifiJointName;
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if (UNITY_TO_HIFI_JOINT_NAME.TryGetValue(humanBone, out hifiJointName)) {
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jointMappings.Add(hifiJointName, bone.boneName);
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}
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}
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if (!jointMappings.ContainsKey("Hips")) {
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EditorUtility.DisplayDialog("Error", "There is no Hips bone in selected avatar", "Ok");
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humanDescription = modelImporter.humanDescription;
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if (!SetJointMappingsAndParentNames()) {
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return;
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}
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if (!jointMappings.ContainsKey("Spine")) {
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EditorUtility.DisplayDialog("Error", "There is no Spine bone in selected avatar", "Ok");
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return;
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}
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if (!jointMappings.ContainsKey("Spine1")) {
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EditorUtility.DisplayDialog("Error", "There is no Chest bone in selected avatar", "Ok");
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return;
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}
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if (!jointMappings.ContainsKey("Spine2")) {
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// if there is no UpperChest (Spine2) bone then we remap Chest (Spine1) to Spine2 in hifi and skip Spine1
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jointMappings["Spine2"] = jointMappings["Spine1"];
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jointMappings.Remove("Spine1");
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}
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// open folder explorer defaulting to user documents folder to select target path if exporting new avatar,
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// otherwise use previously exported path if updating avatar
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string directoryPath;
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string assetName = Path.GetFileNameWithoutExtension(assetPath);
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if (!usePreviousPath || exportedPath == String.Empty) {
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string documentsFolder = System.Environment.GetFolderPath(System.Environment.SpecialFolder.MyDocuments);
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if (!SelectExportFolder(assetName, documentsFolder, out directoryPath)) {
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return;
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}
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} else {
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directoryPath = Path.GetDirectoryName(exportedPath) + "/";
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}
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Directory.CreateDirectory(directoryPath);
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// delete any existing fst since we agreed to overwrite it
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string fstPath = directoryPath + assetName + ".fst";
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if (File.Exists(fstPath)) {
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File.Delete(fstPath);
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}
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// write out core fields to top of fst file
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File.WriteAllText(fstPath, "name = " + assetName + "\ntype = body+head\nscale = 1\nfilename = " +
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assetName + ".fbx\n" + "texdir = textures\n");
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// write out joint mappings to fst file
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foreach (var jointMapping in jointMappings) {
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File.AppendAllText(fstPath, "jointMap = " + jointMapping.Key + " = " + jointMapping.Value + "\n");
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}
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// delete any existing fbx since we agreed to overwrite it, and copy fbx over
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string targetAssetPath = directoryPath + assetName + ".fbx";
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if (File.Exists(targetAssetPath)) {
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File.Delete(targetAssetPath);
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string documentsFolder = System.Environment.GetFolderPath(System.Environment.SpecialFolder.MyDocuments);
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string hifiFolder = documentsFolder + "\\High Fidelity Projects";
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if (updateAvatar) { // Update Existing Avatar menu option
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bool copyModelToExport = false;
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string initialPath = Directory.Exists(hifiFolder) ? hifiFolder : documentsFolder;
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// open file explorer defaulting to hifi projects folder in user documents to select target fst to update
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string exportFstPath = EditorUtility.OpenFilePanel("Select .fst to update", initialPath, "fst");
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if (exportFstPath.Length == 0) { // file selection cancelled
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return;
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}
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exportFstPath = exportFstPath.Replace('/', '\\');
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// lookup the project name field from the fst file to update
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string projectName = "";
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try {
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string[] lines = File.ReadAllLines(exportFstPath);
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foreach (string line in lines) {
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int separatorIndex = line.IndexOf("=");
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if (separatorIndex >= 0) {
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string key = line.Substring(0, separatorIndex).Trim();
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if (key == "name") {
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projectName = line.Substring(separatorIndex + 1).Trim();
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break;
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}
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}
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}
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} catch {
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EditorUtility.DisplayDialog("Error", "Failed to read from existing file " + exportFstPath +
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". Please check the file and try again.", "Ok");
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return;
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}
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string exportModelPath = Path.GetDirectoryName(exportFstPath) + "\\" + assetName + ".fbx";
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if (File.Exists(exportModelPath)) {
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// if the fbx in Unity Assets is newer than the fbx in the target export
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// folder or vice-versa then ask to replace the older fbx with the newer fbx
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DateTime assetModelWriteTime = File.GetLastWriteTime(assetPath);
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DateTime targetModelWriteTime = File.GetLastWriteTime(exportModelPath);
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if (assetModelWriteTime > targetModelWriteTime) {
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int option = EditorUtility.DisplayDialogComplex("Error", "The " + assetName +
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".fbx model in the Unity Assets folder is newer than the " + exportModelPath +
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" model.\n\nDo you want to replace the older .fbx with the newer .fbx?",
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"Yes", "No", "Cancel");
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if (option == 2) { // Cancel
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return;
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}
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copyModelToExport = option == 0; // Yes
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} else if (assetModelWriteTime < targetModelWriteTime) {
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int option = EditorUtility.DisplayDialogComplex("Error", "The " + exportModelPath +
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" model is newer than the " + assetName + ".fbx model in the Unity Assets folder." +
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"\n\nDo you want to replace the older .fbx with the newer .fbx and re-import it?",
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"Yes", "No" , "Cancel");
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if (option == 2) { // Cancel
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return;
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} else if (option == 0) { // Yes - copy model to Unity project
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// copy the fbx from the project folder to Unity Assets, overwriting the existing fbx, and re-import it
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File.Copy(exportModelPath, assetPath, true);
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AssetDatabase.ImportAsset(assetPath);
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// set model to Humanoid animation type and force another refresh on it to process Humanoid
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modelImporter = ModelImporter.GetAtPath(assetPath) as ModelImporter;
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modelImporter.animationType = ModelImporterAnimationType.Human;
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EditorUtility.SetDirty(modelImporter);
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modelImporter.SaveAndReimport();
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humanDescription = modelImporter.humanDescription;
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// redo joint mappings and parent names due to the fbx change
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SetJointMappingsAndParentNames();
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}
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}
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} else {
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// if no matching fbx exists in the target export folder then ask to copy fbx over
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int option = EditorUtility.DisplayDialogComplex("Error", "There is no existing " + exportModelPath +
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" model.\n\nDo you want to copy over the " + assetName +
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".fbx model from the Unity Assets folder?", "Yes", "No", "Cancel");
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if (option == 2) { // Cancel
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return;
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}
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copyModelToExport = option == 0; // Yes
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}
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// copy asset fbx over deleting any existing fbx if we agreed to overwrite it
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if (copyModelToExport) {
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try {
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File.Copy(assetPath, exportModelPath, true);
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} catch {
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EditorUtility.DisplayDialog("Error", "Failed to copy existing file " + assetPath + " to " + exportModelPath +
|
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". Please check the location and try again.", "Ok");
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return;
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}
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}
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// delete existing fst file since we will write a new file
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// TODO: updating fst should only rewrite joint mappings and joint rotation offsets to existing file
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try {
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File.Delete(exportFstPath);
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} catch {
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EditorUtility.DisplayDialog("Error", "Failed to overwrite existing file " + exportFstPath +
|
||||
". Please check the file and try again.", "Ok");
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return;
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}
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// write out a new fst file in place of the old file
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WriteFST(exportFstPath, projectName);
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} else { // Export New Avatar menu option
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// create High Fidelity Projects folder in user documents folder if it doesn't exist
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if (!Directory.Exists(hifiFolder)) {
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Directory.CreateDirectory(hifiFolder);
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}
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// open a popup window to enter new export project name and project location
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ExportProjectWindow window = ScriptableObject.CreateInstance<ExportProjectWindow>();
|
||||
window.Init(hifiFolder, OnExportProjectWindowClose);
|
||||
}
|
||||
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 = "";
|
||||
static void OnExportProjectWindowClose(string projectDirectory, string projectName) {
|
||||
// copy the fbx from the Unity Assets folder to the project directory
|
||||
string exportModelPath = projectDirectory + assetName + ".fbx";
|
||||
File.Copy(assetPath, exportModelPath);
|
||||
|
||||
// create empty Textures and Scripts folders in the project directory
|
||||
string texturesDirectory = projectDirectory + "\\textures";
|
||||
string scriptsDirectory = projectDirectory + "\\scripts";
|
||||
Directory.CreateDirectory(texturesDirectory);
|
||||
Directory.CreateDirectory(scriptsDirectory);
|
||||
|
||||
// write out the avatar.fst file to the project directory
|
||||
string exportFstPath = projectDirectory + "avatar.fst";
|
||||
WriteFST(exportFstPath, projectName);
|
||||
|
||||
// remove any double slashes in texture directory path and warn user to copy external textures over
|
||||
texturesDirectory = texturesDirectory.Replace("\\\\", "\\");
|
||||
EditorUtility.DisplayDialog("Warning", "If you are using any external textures with your model, " +
|
||||
"please copy those textures to " + texturesDirectory, "Ok");
|
||||
}
|
||||
|
||||
static bool SetJointMappingsAndParentNames() {
|
||||
userParentNames.Clear();
|
||||
userBoneToHumanoidMappings.Clear();
|
||||
|
||||
// instantiate a game object of the user avatar to save out bone parents then destroy it
|
||||
UnityEngine.Object avatarResource = AssetDatabase.LoadAssetAtPath(assetPath, typeof(UnityEngine.Object));
|
||||
GameObject assetGameObject = (GameObject)Instantiate(avatarResource);
|
||||
SetParentNames(assetGameObject.transform, userParentNames);
|
||||
DestroyImmediate(assetGameObject);
|
||||
|
||||
// store joint mappings only for joints that exist in hifi and verify missing required joints
|
||||
HumanBone[] boneMap = humanDescription.human;
|
||||
string chestUserBone = "";
|
||||
string neckUserBone = "";
|
||||
foreach (HumanBone bone in boneMap) {
|
||||
string humanName = bone.humanName;
|
||||
string boneName = bone.boneName;
|
||||
string hifiJointName;
|
||||
if (HUMANOID_TO_HIFI_JOINT_NAME.TryGetValue(humanName, out hifiJointName)) {
|
||||
userBoneToHumanoidMappings.Add(boneName, humanName);
|
||||
if (humanName == "Chest") {
|
||||
chestUserBone = boneName;
|
||||
} else if (humanName == "Neck") {
|
||||
neckUserBone = boneName;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
if (!userBoneToHumanoidMappings.ContainsValue("Hips")) {
|
||||
EditorUtility.DisplayDialog("Error", "There is no Hips bone in selected avatar", "Ok");
|
||||
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);
|
||||
if (!userBoneToHumanoidMappings.ContainsValue("Spine")) {
|
||||
EditorUtility.DisplayDialog("Error", "There is no Spine bone in selected avatar", "Ok");
|
||||
return false;
|
||||
}
|
||||
if (!userBoneToHumanoidMappings.ContainsValue("Chest")) {
|
||||
// check to see if there is a child of Spine that could be mapped to Chest
|
||||
string spineChild = "";
|
||||
foreach (var parentRelation in userParentNames) {
|
||||
string humanName;
|
||||
if (userBoneToHumanoidMappings.TryGetValue(parentRelation.Value, out humanName) && humanName == "Spine") {
|
||||
if (spineChild == "") {
|
||||
spineChild = parentRelation.Key;
|
||||
} else {
|
||||
// found more than one Spine child so we can't choose one to remap
|
||||
spineChild = "";
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (spineChild != "" && !userBoneToHumanoidMappings.ContainsKey(spineChild)) {
|
||||
// use child of Spine as Chest
|
||||
userBoneToHumanoidMappings.Add(spineChild, "Chest");
|
||||
chestUserBone = spineChild;
|
||||
} else {
|
||||
EditorUtility.DisplayDialog("Error", "There is no Chest bone in selected avatar", "Ok");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
if (!userBoneToHumanoidMappings.ContainsValue("UpperChest")) {
|
||||
//if parent of Neck is not Chest then map the parent to UpperChest
|
||||
if (neckUserBone != "") {
|
||||
string neckParentUserBone, neckParentHuman;
|
||||
userParentNames.TryGetValue(neckUserBone, out neckParentUserBone);
|
||||
userBoneToHumanoidMappings.TryGetValue(neckParentUserBone, out neckParentHuman);
|
||||
if (neckParentHuman != "Chest" && !userBoneToHumanoidMappings.ContainsKey(neckParentUserBone)) {
|
||||
userBoneToHumanoidMappings.Add(neckParentUserBone, "UpperChest");
|
||||
}
|
||||
}
|
||||
// if there is still no UpperChest bone but there is a Chest bone then we remap Chest to UpperChest
|
||||
if (!userBoneToHumanoidMappings.ContainsValue("UpperChest") && chestUserBone != "") {
|
||||
userBoneToHumanoidMappings[chestUserBone] = "UpperChest";
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
static void WriteFST(string exportFstPath, string projectName) {
|
||||
userAbsoluteRotations.Clear();
|
||||
|
||||
// write out core fields to top of fst file
|
||||
try {
|
||||
File.WriteAllText(exportFstPath, "name = " + projectName + "\ntype = body+head\nscale = 1\nfilename = " +
|
||||
assetName + ".fbx\n" + "texdir = textures\n");
|
||||
} catch {
|
||||
EditorUtility.DisplayDialog("Error", "Failed to write file " + exportFstPath +
|
||||
". Please check the location and try again.", "Ok");
|
||||
return;
|
||||
}
|
||||
|
||||
// write out joint mappings to fst file
|
||||
foreach (var jointMapping in userBoneToHumanoidMappings) {
|
||||
string hifiJointName = HUMANOID_TO_HIFI_JOINT_NAME[jointMapping.Value];
|
||||
File.AppendAllText(exportFstPath, "jointMap = " + hifiJointName + " = " + jointMapping.Key + "\n");
|
||||
}
|
||||
|
||||
// calculate and write out joint rotation offsets to fst file
|
||||
SkeletonBone[] skeletonMap = humanDescription.skeleton;
|
||||
foreach (SkeletonBone userBone in skeletonMap) {
|
||||
string userBoneName = userBone.name;
|
||||
Quaternion userBoneRotation = userBone.rotation;
|
||||
|
||||
string parentName;
|
||||
userParentNames.TryGetValue(userBoneName, out parentName);
|
||||
if (parentName == "root") {
|
||||
// if the parent is root then use bone's rotation
|
||||
userAbsoluteRotations.Add(userBoneName, userBoneRotation);
|
||||
} else {
|
||||
// otherwise multiply bone's rotation by parent bone's absolute rotation
|
||||
userAbsoluteRotations.Add(userBoneName, userAbsoluteRotations[parentName] * userBoneRotation);
|
||||
}
|
||||
|
||||
// generate joint rotation offsets for both humanoid-mapped bones as well as extra unmapped bones in user avatar
|
||||
Quaternion jointOffset = new Quaternion();
|
||||
string humanName, outputJointName = "";
|
||||
if (userBoneToHumanoidMappings.TryGetValue(userBoneName, out humanName)) {
|
||||
outputJointName = HUMANOID_TO_HIFI_JOINT_NAME[humanName];
|
||||
Quaternion rotation = referenceAbsoluteRotations[outputJointName];
|
||||
jointOffset = Quaternion.Inverse(userAbsoluteRotations[userBoneName]) * rotation;
|
||||
} else if (userAbsoluteRotations.ContainsKey(userBoneName)) {
|
||||
outputJointName = userBoneName;
|
||||
string lastRequiredParent = FindLastRequiredParentBone(userBoneName);
|
||||
if (lastRequiredParent == "root") {
|
||||
jointOffset = Quaternion.Inverse(userAbsoluteRotations[userBoneName]);
|
||||
} else {
|
||||
// take the previous offset and multiply it by the current local when we have an extra joint
|
||||
string lastRequiredParentHifiName = HUMANOID_TO_HIFI_JOINT_NAME[userBoneToHumanoidMappings[lastRequiredParent]];
|
||||
Quaternion lastRequiredParentRotation = referenceAbsoluteRotations[lastRequiredParentHifiName];
|
||||
jointOffset = Quaternion.Inverse(userAbsoluteRotations[userBoneName]) * lastRequiredParentRotation;
|
||||
}
|
||||
}
|
||||
|
||||
// swap from left-handed (Unity) to right-handed (HiFi) coordinates and write out joint rotation offset to fst
|
||||
if (outputJointName != "") {
|
||||
jointOffset = new Quaternion(-jointOffset.x, jointOffset.y, jointOffset.z, -jointOffset.w);
|
||||
File.AppendAllText(exportFstPath, "jointRotationOffset = " + outputJointName + " = (" + jointOffset.x + ", " +
|
||||
jointOffset.y + ", " + jointOffset.z + ", " + jointOffset.w + ")\n");
|
||||
}
|
||||
}
|
||||
|
||||
// open File Explorer to the project directory once finished
|
||||
System.Diagnostics.Process.Start("explorer.exe", "/select," + exportFstPath);
|
||||
}
|
||||
|
||||
static void SetParentNames(Transform modelBone, Dictionary<string, string> parentNames) {
|
||||
for (int i = 0; i < modelBone.childCount; i++) {
|
||||
SetParentNames(modelBone.GetChild(i), parentNames);
|
||||
}
|
||||
if (modelBone.parent != null) {
|
||||
parentNames.Add(modelBone.name, modelBone.parent.name);
|
||||
} else {
|
||||
parentNames.Add(modelBone.name, "root");
|
||||
}
|
||||
}
|
||||
|
||||
static string FindLastRequiredParentBone(string currentBone) {
|
||||
string result = currentBone;
|
||||
while (result != "root" && !userBoneToHumanoidMappings.ContainsKey(result)) {
|
||||
result = userParentNames[result];
|
||||
}
|
||||
return result;
|
||||
}
|
||||
}
|
||||
|
||||
class ExportProjectWindow : EditorWindow {
|
||||
const int MIN_WIDTH = 450;
|
||||
const int MIN_HEIGHT = 250;
|
||||
const int BUTTON_FONT_SIZE = 16;
|
||||
const int LABEL_FONT_SIZE = 16;
|
||||
const int TEXT_FIELD_FONT_SIZE = 14;
|
||||
const int ERROR_FONT_SIZE = 12;
|
||||
|
||||
string projectName = "";
|
||||
string projectLocation = "";
|
||||
string projectDirectory = "";
|
||||
string errorLabel = "\n";
|
||||
|
||||
public delegate void OnCloseDelegate(string projectDirectory, string projectName);
|
||||
OnCloseDelegate onCloseCallback;
|
||||
|
||||
public void Init(string initialPath, OnCloseDelegate closeCallback) {
|
||||
minSize = new Vector2(MIN_WIDTH, MIN_HEIGHT);
|
||||
titleContent.text = "Export New Avatar";
|
||||
projectLocation = initialPath;
|
||||
onCloseCallback = closeCallback;
|
||||
ShowUtility();
|
||||
}
|
||||
|
||||
void OnGUI() {
|
||||
// define UI styles for all GUI elements to be created
|
||||
GUIStyle buttonStyle = new GUIStyle(GUI.skin.button);
|
||||
buttonStyle.fontSize = BUTTON_FONT_SIZE;
|
||||
GUIStyle labelStyle = new GUIStyle(GUI.skin.label);
|
||||
labelStyle.fontSize = LABEL_FONT_SIZE;
|
||||
GUIStyle textStyle = new GUIStyle(GUI.skin.textField);
|
||||
textStyle.fontSize = TEXT_FIELD_FONT_SIZE;
|
||||
GUIStyle errorStyle = new GUIStyle(GUI.skin.label);
|
||||
errorStyle.fontSize = ERROR_FONT_SIZE;
|
||||
errorStyle.normal.textColor = Color.red;
|
||||
|
||||
GUILayout.Space(10);
|
||||
|
||||
// Project name label and input text field
|
||||
GUILayout.Label("Export project name:", labelStyle);
|
||||
projectName = GUILayout.TextField(projectName, textStyle);
|
||||
|
||||
GUILayout.Space(10);
|
||||
|
||||
// Project location label and input text field
|
||||
GUILayout.Label("Export project location:", labelStyle);
|
||||
projectLocation = GUILayout.TextField(projectLocation, textStyle);
|
||||
|
||||
// Browse button to open folder explorer that starts at project location path and then updates project location
|
||||
if (GUILayout.Button("Browse", buttonStyle)) {
|
||||
string result = EditorUtility.OpenFolderPanel("Select export location", projectLocation, "");
|
||||
if (result.Length > 0) { // folder selection not cancelled
|
||||
projectLocation = result.Replace('/', '\\');
|
||||
}
|
||||
}
|
||||
|
||||
// Red error label text to display any issues under text fields and Browse button
|
||||
GUILayout.Label(errorLabel, errorStyle);
|
||||
|
||||
GUILayout.Space(20);
|
||||
|
||||
// Export button which will verify project folder can actually be created
|
||||
// before closing popup window and calling back to initiate the export
|
||||
bool export = false;
|
||||
if (GUILayout.Button("Export", buttonStyle)) {
|
||||
export = true;
|
||||
if (!CheckForErrors(true)) {
|
||||
Close();
|
||||
onCloseCallback(projectDirectory, projectName);
|
||||
}
|
||||
}
|
||||
|
||||
// Cancel button just closes the popup window without callback
|
||||
if (GUILayout.Button("Cancel", buttonStyle)) {
|
||||
Close();
|
||||
}
|
||||
|
||||
// When either text field changes check for any errors if we didn't just check errors from clicking Export above
|
||||
if (GUI.changed && !export) {
|
||||
CheckForErrors(false);
|
||||
}
|
||||
}
|
||||
|
||||
bool CheckForErrors(bool exporting) {
|
||||
errorLabel = "\n"; // default to no error
|
||||
projectDirectory = projectLocation + "\\" + projectName + "\\";
|
||||
if (projectName.Length > 0) {
|
||||
// new project must have a unique folder name since the folder will be created for it
|
||||
if (Directory.Exists(projectDirectory)) {
|
||||
errorLabel = "A folder with the name " + projectName +
|
||||
" already exists at that location.\nPlease choose a different project name or location.";
|
||||
return true;
|
||||
}
|
||||
}
|
||||
if (projectLocation.Length > 0) {
|
||||
// before clicking Export we can verify that the project location at least starts with a drive
|
||||
if (!Char.IsLetter(projectLocation[0]) || projectLocation.Length == 1 || projectLocation[1] != ':') {
|
||||
errorLabel = "Project location is invalid. Please choose a different project location.\n";
|
||||
return true;
|
||||
}
|
||||
}
|
||||
if (exporting) {
|
||||
// when exporting, project name and location must both be defined, and project location must
|
||||
// be valid and accessible (we attempt to create the project folder at this time to verify this)
|
||||
if (projectName.Length == 0) {
|
||||
errorLabel = "Please define a project name.\n";
|
||||
return true;
|
||||
} else if (projectLocation.Length == 0) {
|
||||
errorLabel = "Please define a project location.\n";
|
||||
return true;
|
||||
} else {
|
||||
try {
|
||||
Directory.CreateDirectory(projectDirectory);
|
||||
} catch {
|
||||
errorLabel = "Project location is invalid. Please choose a different project location.\n";
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
|
15
tools/unity-avatar-exporter/Assets/README.txt
Normal file
15
tools/unity-avatar-exporter/Assets/README.txt
Normal file
|
@ -0,0 +1,15 @@
|
|||
To create a new avatar project:
|
||||
1. Import your .fbx avatar model into Unity Assets (drag and drop file into Assets window or use Assets menu > Import New Assets).
|
||||
2. Select the .fbx avatar that you imported in the Assets window, and in the Rig section of the Inspector window set the Animation Type to Humanoid and choose Apply.
|
||||
3. With the .fbx avatar still selected, select High Fidelity menu > Export New Avatar.
|
||||
4. Select a name for your avatar project (this will be used to create a directory with that name), as well as the target location for your project folder.
|
||||
5. Once it is exported, your project directory will open in File Explorer.
|
||||
|
||||
To update an existing avatar project:
|
||||
1. Select the existing .fbx avatar in the Assets window that you would like to re-export.
|
||||
2. Select High Fidelity menu > Update Existing Avatar and choose the .fst file you would like to update.
|
||||
3. If the .fbx file in your Unity Assets folder is newer than the existing .fbx file in your avatar project or vice-versa, you will be prompted if you wish to replace the older file with the newer file.
|
||||
4. Once it is updated, your project directory will open in File Explorer.
|
||||
|
||||
* WARNING *
|
||||
If you are using any external textures as part of your .fbx model, be sure they are copied into the textures folder that is created in the project folder after exporting a new avatar.
|
7
tools/unity-avatar-exporter/Assets/README.txt.meta
Normal file
7
tools/unity-avatar-exporter/Assets/README.txt.meta
Normal file
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 71e72751b2810fc4993ff53291c430b6
|
||||
TextScriptImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Binary file not shown.
|
@ -1 +1 @@
|
|||
"C:\Program Files\Unity\Editor\Unity.exe" -quit -batchmode -projectPath %CD% -exportPackage "Assets/Editor" "avatarExporter.unitypackage"
|
||||
"C:\Program Files\Unity\Editor\Unity.exe" -quit -batchmode -projectPath %CD% -exportPackage "Assets" "avatarExporter.unitypackage"
|
||||
|
|
Loading…
Reference in a new issue