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https://thingvellir.net/git/overte
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Avatar Exporter - joint rotation offsets and file workflow changes
This commit is contained in:
parent
a9f59fae71
commit
28b4527632
2 changed files with 279 additions and 79 deletions
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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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public class AvatarExporter : MonoBehaviour {
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public static 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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@ -70,49 +70,97 @@ 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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public static 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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public static Dictionary<string, string> userBoneToHumanoidMappings = new Dictionary<string, string>();
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public static Dictionary<string, string> userParentNames = new Dictionary<string, string>();
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public static Dictionary<string, Quaternion> userAbsoluteRotations = new Dictionary<string, Quaternion>();
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[MenuItem("High Fidelity/Export New Avatar")]
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public 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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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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public 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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string assetPath = AssetDatabase.GUIDToAssetPath(Selection.assetGUIDs[0]);
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string assetName = Path.GetFileNameWithoutExtension(assetPath);
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string assetDirectory = Path.GetDirectoryName(assetPath);
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if (assetDirectory != "Assets/Resources") {
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EditorUtility.DisplayDialog("Error", "Please place asset in the Assets/Resources folder", "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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if (assetPath.LastIndexOf(".fbx") == -1 || importer == 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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@ -120,88 +168,240 @@ public class AvatarExporter : MonoBehaviour {
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return;
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}
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userBoneToHumanoidMappings.Clear();
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userParentNames.Clear();
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userAbsoluteRotations.Clear();
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// instantiate a game object of the user avatar to save out bone parents then destroy it
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UnityEngine.Object avatarResource = Resources.Load(assetName);
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if (avatarResource) {
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GameObject assetGameObject = (GameObject)Instantiate(avatarResource);
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SetParentNames(assetGameObject.transform, userParentNames);
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DestroyImmediate(assetGameObject);
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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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string chestUserBone = "";
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string neckUserBone = "";
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foreach (HumanBone bone in boneMap) {
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string humanBone = bone.humanName;
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string humanName = bone.humanName;
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string boneName = bone.boneName;
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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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if (HUMANOID_TO_HIFI_JOINT_NAME.TryGetValue(humanName, out hifiJointName)) {
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userBoneToHumanoidMappings.Add(boneName, humanName);
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if (humanName == "Chest") {
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chestUserBone = boneName;
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} else if (humanName == "Neck") {
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neckUserBone = boneName;
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}
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}
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}
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if (!jointMappings.ContainsKey("Hips")) {
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if (!userBoneToHumanoidMappings.ContainsValue("Hips")) {
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EditorUtility.DisplayDialog("Error", "There is no Hips bone in selected avatar", "Ok");
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return;
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}
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if (!jointMappings.ContainsKey("Spine")) {
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if (!userBoneToHumanoidMappings.ContainsValue("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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if (!userBoneToHumanoidMappings.ContainsValue("Chest")) {
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// check to see if there is a child of Spine that could be mapped to Chest
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string spineChild = "";
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foreach (var parentRelation in userParentNames) {
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string humanName;
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if (userBoneToHumanoidMappings.TryGetValue(parentRelation.Value, out humanName) && humanName == "Spine") {
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if (spineChild == "") {
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spineChild = parentRelation.Key;
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} else {
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// found more than one Spine child so we can't choose one to remap
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spineChild = "";
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break;
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}
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}
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}
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if (spineChild != "" && !userBoneToHumanoidMappings.ContainsKey(spineChild)) {
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// use child of Spine as Chest
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userBoneToHumanoidMappings.Add(spineChild, "Chest");
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chestUserBone = spineChild;
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} else {
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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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} else {
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directoryPath = Path.GetDirectoryName(exportedPath) + "/";
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}
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Directory.CreateDirectory(directoryPath);
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if (!userBoneToHumanoidMappings.ContainsValue("UpperChest")) {
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//if parent of Neck is not Chest then map the parent to UpperChest
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if (neckUserBone != "") {
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string neckParentUserBone, neckParentHuman;
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userParentNames.TryGetValue(neckUserBone, out neckParentUserBone);
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userBoneToHumanoidMappings.TryGetValue(neckParentUserBone, out neckParentHuman);
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if (neckParentHuman != "Chest" && !userBoneToHumanoidMappings.ContainsKey(neckParentUserBone)) {
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userBoneToHumanoidMappings.Add(neckParentUserBone, "UpperChest");
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}
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}
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// if there is still no UpperChest bone but there is a Chest bone then we remap Chest to UpperChest
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if (!userBoneToHumanoidMappings.ContainsValue("UpperChest") && chestUserBone != "") {
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userBoneToHumanoidMappings[chestUserBone] = "UpperChest";
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}
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}
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bool copyModelToExport = false;
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string exportFstPath, exportModelPath;
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string documentsFolder = System.Environment.GetFolderPath(System.Environment.SpecialFolder.MyDocuments);
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if (updateAvatar) {
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// open file explorer defaulting to user documents folder to select target fst to update
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exportFstPath = EditorUtility.OpenFilePanel("Select fst to update", documentsFolder, "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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exportModelPath = Path.GetDirectoryName(exportFstPath) + "/" + assetName + ".fbx";
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if (File.Exists(exportModelPath)) {
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// if the fbx in Unity Assets/Resources is newer than the fbx in the
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// target export folder or vice-versa then ask to copy fbx over
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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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copyModelToExport = EditorUtility.DisplayDialog("Error", "The " + assetName +
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".fbx model in the Unity Assets/Resources folder is newer than the " + exportModelPath +
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" model. Do you want to copy the newer .fbx model over?" , "Yes", "No");
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} else if (assetModelWriteTime < targetModelWriteTime) {
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bool copyModelToUnity = EditorUtility.DisplayDialog("Error", "The " + exportModelPath +
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" model is newer than the " + assetName +
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".fbx model in the Unity Assets/Resources folder. Do you want to copy the newer .fbx model over?",
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"Yes", "No");
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if (copyModelToUnity) {
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File.Delete(assetPath);
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File.Copy(exportModelPath, assetPath);
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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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copyModelToExport = EditorUtility.DisplayDialog("Error", "There is no existing " + exportModelPath +
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" model. Do you want to copy over the " + assetName +
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".fbx model from the Unity Assets/Resources folder?" , "Yes", "No");
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}
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} else {
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// open folder explorer defaulting to user documents folder to select target folder to export fst and fbx to
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if (!SelectExportFolder(assetName, documentsFolder, out exportFstPath, out exportModelPath)) {
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return;
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}
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copyModelToExport = true;
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}
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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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// delete any existing fbx since we would have agreed to overwrite it, and copy asset fbx over
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if (copyModelToExport) {
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if (File.Exists(exportModelPath)) {
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File.Delete(exportModelPath);
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}
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File.Copy(assetPath, exportModelPath);
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}
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// delete any existing fst since we agreed to overwrite it or are updating it
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// TODO: should updating fst only rewrite joint mappings and joint rotation offsets?
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if (File.Exists(exportFstPath)) {
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File.Delete(exportFstPath);
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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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File.WriteAllText(exportFstPath, "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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foreach (var jointMapping in userBoneToHumanoidMappings) {
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string hifiJointName = HUMANOID_TO_HIFI_JOINT_NAME[jointMapping.Value];
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File.AppendAllText(exportFstPath, "jointMap = " + hifiJointName + " = " + jointMapping.Key + "\n");
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}
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// 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;
|
||||
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)) {
|
||||
string lastRequiredParent = FindLastRequiredParentBone(userBoneName);
|
||||
if (lastRequiredParent != "root") {
|
||||
// take the previous offset and multiply it by the current local when we have an extra joint
|
||||
outputJointName = userBoneName;
|
||||
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) coordinate system 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");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static bool SelectExportFolder(string assetName, string initialPath, out string directoryPath) {
|
||||
public static bool SelectExportFolder(string assetName, string initialPath, out string fstPath, out string modelPath) {
|
||||
string selectedPath = EditorUtility.OpenFolderPanel("Select export location", initialPath, "");
|
||||
if (selectedPath.Length == 0) { // folder selection cancelled
|
||||
directoryPath = "";
|
||||
fstPath = "";
|
||||
modelPath = "";
|
||||
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");
|
||||
fstPath = selectedPath + "/" + assetName + ".fst";
|
||||
modelPath = selectedPath + "/" + assetName + ".fbx";
|
||||
bool fstExists = File.Exists(fstPath);
|
||||
bool modelExists = File.Exists(modelPath);
|
||||
if (fstExists || modelExists) {
|
||||
string overwriteMessage;
|
||||
if (fstExists && modelExists) {
|
||||
overwriteMessage = assetName + ".fst and " + assetName +
|
||||
".fbx already exist here, would you like to overwrite them?";
|
||||
} else if (fstExists) {
|
||||
overwriteMessage = assetName + ".fst already exists here, would you like to overwrite it?";
|
||||
} else {
|
||||
overwriteMessage = assetName + ".fbx already exists here, would you like to overwrite it?";
|
||||
}
|
||||
bool overwrite = EditorUtility.DisplayDialog("Error", overwriteMessage, "Yes", "No");
|
||||
if (!overwrite) {
|
||||
SelectExportFolder(assetName, selectedPath, out directoryPath);
|
||||
return SelectExportFolder(assetName, selectedPath, out fstPath, out modelPath);
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public 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");
|
||||
}
|
||||
}
|
||||
|
||||
public static string FindLastRequiredParentBone(string currentBone) {
|
||||
string result = currentBone;
|
||||
while (result != "root" && !userBoneToHumanoidMappings.ContainsKey(result)) {
|
||||
result = userParentNames[result];
|
||||
}
|
||||
return result;
|
||||
}
|
||||
}
|
||||
|
|
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Reference in a new issue