ADD: 레드 STREAM ON 영상 중간저장
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Assets/ResourcesData/Character/@029_레드/Avatar/레드_260418_오리지널 데뷔/레드_260418_오리지널 데뷔_Biped Variant_2.prefab
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Assets/ResourcesData/Character/@029_레드/Avatar/레드_260418_오리지널 데뷔/레드_260418_오리지널 데뷔_Biped Variant_2.prefab
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Assets/ResourcesData/Character/@029_레드/Avatar/레드_260418_오리지널 데뷔/레드_260418_오리지널 데뷔_BipedOnly.fbx
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Assets/ResourcesData/Character/@029_레드/Avatar/레드_260418_오리지널 데뷔/레드_260418_오리지널 데뷔_BipedOnly.fbx
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|
||||
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|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: Left Thumb Distal
|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: Left Index Intermediate
|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: Left Index Distal
|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
length: 0
|
||||
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|
||||
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|
||||
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|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
limit:
|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
limit:
|
||||
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|
||||
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
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|
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|
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|
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|
||||
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|
||||
parentName: Bip001 Pelvis
|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
parentName: Bip001 Spine1
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
parentName: Bip001 L Clavicle
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
parentName: Bip001 L UpperArm
|
||||
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|
||||
rotation: {x: 0, y: 0, z: 1.7905076e-23, w: 1}
|
||||
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|
||||
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|
||||
parentName: Bip001 L Forearm
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
parentName: Bip001 L Hand
|
||||
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|
||||
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|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
parentName: Bip001 L Finger01
|
||||
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|
||||
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|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
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|
||||
parentName: Bip001 L Finger02
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
parentName: Bip001 L Hand
|
||||
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|
||||
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|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
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|
||||
parentName: Bip001 L Finger1
|
||||
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|
||||
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|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
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|
||||
parentName: Bip001 L Finger11
|
||||
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|
||||
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|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
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|
||||
parentName: Bip001 L Finger12
|
||||
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|
||||
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|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: Bip001 L Finger2
|
||||
parentName: Bip001 L Hand
|
||||
position: {x: -0.08369041, y: 0.0002835083, z: -0.0070702033}
|
||||
rotation: {x: -0.00016107928, y: 0.0034182346, z: -0.004327905, w: 0.9999848}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: Bip001 L Finger21
|
||||
parentName: Bip001 L Finger2
|
||||
position: {x: -0.03128601, y: -0.00000015258789, z: 0}
|
||||
rotation: {x: -1.4551915e-11, y: -7.9694466e-11, z: 4.6566123e-10, w: 1}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: Bip001 L Finger22
|
||||
parentName: Bip001 L Finger21
|
||||
position: {x: -0.025667267, y: 0.00000015258789, z: 0.0000000011920929}
|
||||
rotation: {x: -1.4551915e-11, y: -7.9694466e-11, z: 4.6566123e-10, w: 1}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: Bip001 L Finger2Nub
|
||||
parentName: Bip001 L Finger22
|
||||
position: {x: -0.027416306, y: 0, z: 0}
|
||||
rotation: {x: -1.4551915e-11, y: -7.9694466e-11, z: 4.6566123e-10, w: 1}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: Bip001 L Finger3
|
||||
parentName: Bip001 L Hand
|
||||
position: {x: -0.08377491, y: -0.00087997434, z: 0.008317358}
|
||||
rotation: {x: 0.000489932, y: 0.0002906334, z: -0.015637932, w: 0.9998776}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: Bip001 L Finger31
|
||||
parentName: Bip001 L Finger3
|
||||
position: {x: -0.02872589, y: 0, z: 0}
|
||||
rotation: {x: -5.820766e-11, y: 2.3646862e-11, z: -9.313226e-10, w: 1}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: Bip001 L Finger32
|
||||
parentName: Bip001 L Finger31
|
||||
position: {x: -0.019782905, y: 0.00000015258789, z: 0}
|
||||
rotation: {x: -5.820766e-11, y: 2.3646862e-11, z: -9.313226e-10, w: 1}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: Bip001 L Finger3Nub
|
||||
parentName: Bip001 L Finger32
|
||||
position: {x: -0.022478942, y: -0.00000015258789, z: 0}
|
||||
rotation: {x: -5.820766e-11, y: 2.3646862e-11, z: -9.313226e-10, w: 1}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: Bip001 L Finger4
|
||||
parentName: Bip001 L Hand
|
||||
position: {x: -0.081071734, y: 0.0033520507, z: 0.022619087}
|
||||
rotation: {x: 0.0030500593, y: -0.0019212259, z: -0.0030884123, w: 0.99998873}
|
||||
scale: {x: 1.000001, y: 1, z: 1.000001}
|
||||
- name: Bip001 L Finger41
|
||||
parentName: Bip001 L Finger4
|
||||
position: {x: -0.02152832, y: 0, z: 0}
|
||||
rotation: {x: -2.3283067e-10, y: -6.9121604e-11, z: -1.609363e-20, w: 1}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: Bip001 L Finger42
|
||||
parentName: Bip001 L Finger41
|
||||
position: {x: -0.0149958795, y: -0.00000015258789, z: 0.0000000023841857}
|
||||
rotation: {x: -2.3283067e-10, y: -6.9121604e-11, z: -1.609363e-20, w: 1}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: Bip001 L Finger4Nub
|
||||
parentName: Bip001 L Finger42
|
||||
position: {x: -0.020091247, y: 0, z: -0.0000000023841857}
|
||||
rotation: {x: -2.3283067e-10, y: -6.9121604e-11, z: -1.609363e-20, w: 1}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: Bip001 Neck
|
||||
parentName: Bip001 Spine1
|
||||
position: {x: -0.19892891, y: -0.028541552, z: -0.00000003916286}
|
||||
rotation: {x: -1.5046715e-14, y: -0.0000000011038934, z: 0.00039800015, w: 0.99999994}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: Bip001 Head
|
||||
parentName: Bip001 Neck
|
||||
position: {x: -0.07392304, y: 0.012196978, z: 0.00000003216256}
|
||||
rotation: {x: -2.3598475e-19, y: -3.799925e-13, z: 0.00000083042096, w: 1}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: Bip001 HeadNub
|
||||
parentName: Bip001 Head
|
||||
position: {x: -0.20863387, y: -0.0000000023841857, z: 0}
|
||||
rotation: {x: -4.1174796e-20, y: 0, z: -0, w: 1}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: Bip001 R Clavicle
|
||||
parentName: Bip001 Spine1
|
||||
position: {x: -0.15043998, y: -0.048353963, z: -0.040440716}
|
||||
rotation: {x: 0.7071077, y: 0.00028154056, z: 0.70710576, w: -0.00028154135}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: Bip001 R UpperArm
|
||||
parentName: Bip001 R Clavicle
|
||||
position: {x: -0.07138988, y: 0.0000000025331974, z: 0}
|
||||
rotation: {x: -2.996828e-10, y: -0.000000021855634, z: 0.00000068445536, w: 1}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: Bip001 R Forearm
|
||||
parentName: Bip001 R UpperArm
|
||||
position: {x: -0.22398144, y: 0, z: 0}
|
||||
rotation: {x: 0, y: 0, z: 5.3819814e-23, w: 1}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: Bip001 R Hand
|
||||
parentName: Bip001 R Forearm
|
||||
position: {x: -0.21193427, y: 0, z: 0}
|
||||
rotation: {x: 0.7071067, y: -0.0000035234266, z: 0.0000035215205, w: 0.7071068}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: Bip001 R Finger0
|
||||
parentName: Bip001 R Hand
|
||||
position: {x: -0.028392715, y: 0.011796264, z: 0.023759676}
|
||||
rotation: {x: -0.42038405, y: 0.34573638, z: 0.11981613, w: 0.8302937}
|
||||
scale: {x: 1, y: 1, z: 1.000001}
|
||||
- name: Bip001 R Finger01
|
||||
parentName: Bip001 R Finger0
|
||||
position: {x: -0.02951683, y: -0.000000038146972, z: -0.00000015258789}
|
||||
rotation: {x: -0.0034644408, y: -0.016262949, z: -0.02766803, w: 0.9994789}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: Bip001 R Finger02
|
||||
parentName: Bip001 R Finger01
|
||||
position: {x: -0.021145476, y: 0.000000076293944, z: 0}
|
||||
rotation: {x: -0.000000014901163, y: -0.000000014901161, z: 0.00000000745058, w: 1}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: Bip001 R Finger0Nub
|
||||
parentName: Bip001 R Finger02
|
||||
position: {x: -0.026842726, y: 0, z: 0}
|
||||
rotation: {x: -0.000000014901161, y: 0.000000014901163, z: 1, w: -0.000000007450581}
|
||||
scale: {x: -1, y: -1, z: -1}
|
||||
- name: Bip001 R Finger1
|
||||
parentName: Bip001 R Hand
|
||||
position: {x: -0.08332489, y: 0.0021809386, z: 0.021814765}
|
||||
rotation: {x: 0.0019396703, y: 0.002293558, z: -0.009399457, w: 0.9999513}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: Bip001 R Finger11
|
||||
parentName: Bip001 R Finger1
|
||||
position: {x: -0.028248558, y: 0, z: 0}
|
||||
rotation: {x: -2.3283064e-10, y: -2.1827873e-11, z: -9.313226e-10, w: 1}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: Bip001 R Finger12
|
||||
parentName: Bip001 R Finger11
|
||||
position: {x: -0.019584045, y: 0, z: -0.0000000023841857}
|
||||
rotation: {x: -2.3283064e-10, y: -2.1827873e-11, z: -9.313226e-10, w: 1}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: Bip001 R Finger1Nub
|
||||
parentName: Bip001 R Finger12
|
||||
position: {x: -0.022983093, y: 0, z: 0.0000000023841857}
|
||||
rotation: {x: -2.1827873e-11, y: 2.3283064e-10, z: 1, w: 9.313227e-10}
|
||||
scale: {x: -1, y: -1, z: -1}
|
||||
- name: Bip001 R Finger2
|
||||
parentName: Bip001 R Hand
|
||||
position: {x: -0.083690375, y: 0.0002835083, z: 0.007070203}
|
||||
rotation: {x: 0.00016107933, y: -0.0034182344, z: -0.004327905, w: 0.9999848}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: Bip001 R Finger21
|
||||
parentName: Bip001 R Finger2
|
||||
position: {x: -0.031285934, y: -0.00000015258789, z: 0}
|
||||
rotation: {x: 0, y: 7.935341e-11, z: -0, w: 1}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: Bip001 R Finger22
|
||||
parentName: Bip001 R Finger21
|
||||
position: {x: -0.025667343, y: 0.00000015258789, z: 0}
|
||||
rotation: {x: 0, y: 7.935341e-11, z: -0, w: 1}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: Bip001 R Finger2Nub
|
||||
parentName: Bip001 R Finger22
|
||||
position: {x: -0.027416306, y: 0, z: 0}
|
||||
rotation: {x: 7.935341e-11, y: -4.8589953e-27, z: 1, w: 6.123234e-17}
|
||||
scale: {x: -1, y: -1, z: -1}
|
||||
- name: Bip001 R Finger3
|
||||
parentName: Bip001 R Hand
|
||||
position: {x: -0.08377491, y: -0.00087997434, z: -0.008317358}
|
||||
rotation: {x: -0.000489932, y: -0.0002906334, z: -0.015637932, w: 0.9998776}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: Bip001 R Finger31
|
||||
parentName: Bip001 R Finger3
|
||||
position: {x: -0.028725928, y: 0, z: 0}
|
||||
rotation: {x: 0, y: -2.3646862e-11, z: -0, w: 1}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: Bip001 R Finger32
|
||||
parentName: Bip001 R Finger31
|
||||
position: {x: -0.019782905, y: 0.00000015258789, z: 0}
|
||||
rotation: {x: 0, y: -2.3646862e-11, z: -0, w: 1}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: Bip001 R Finger3Nub
|
||||
parentName: Bip001 R Finger32
|
||||
position: {x: -0.022478942, y: -0.00000015258789, z: 0}
|
||||
rotation: {x: -2.3646862e-11, y: 1.4479527e-27, z: 1, w: 6.123234e-17}
|
||||
scale: {x: -1, y: -1, z: -1}
|
||||
- name: Bip001 R Finger4
|
||||
parentName: Bip001 R Hand
|
||||
position: {x: -0.0810717, y: 0.0033520507, z: -0.02261909}
|
||||
rotation: {x: -0.0030500595, y: 0.0019212258, z: -0.0030884123, w: 0.99998873}
|
||||
scale: {x: 1.000001, y: 1, z: 1.000001}
|
||||
- name: Bip001 R Finger41
|
||||
parentName: Bip001 R Finger4
|
||||
position: {x: -0.02152832, y: 0, z: 0}
|
||||
rotation: {x: 2.3283067e-10, y: -4.547474e-11, z: 1.05879135e-20, w: 1}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: Bip001 R Finger42
|
||||
parentName: Bip001 R Finger41
|
||||
position: {x: -0.0149958795, y: -0.00000015258789, z: -0.0000000047683715}
|
||||
rotation: {x: 2.3283067e-10, y: -4.547474e-11, z: 1.05879135e-20, w: 1}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: Bip001 R Finger4Nub
|
||||
parentName: Bip001 R Finger42
|
||||
position: {x: -0.020091247, y: 0, z: 0}
|
||||
rotation: {x: -4.547474e-11, y: -2.3283067e-10, z: 1, w: 6.1221755e-17}
|
||||
scale: {x: -1, y: -1, z: -1}
|
||||
armTwist: 0.5
|
||||
foreArmTwist: 0.5
|
||||
upperLegTwist: 0.5
|
||||
legTwist: 0.5
|
||||
armStretch: 0.05
|
||||
legStretch: 0.05
|
||||
feetSpacing: 0
|
||||
globalScale: 1
|
||||
rootMotionBoneName:
|
||||
hasTranslationDoF: 1
|
||||
hasExtraRoot: 1
|
||||
skeletonHasParents: 1
|
||||
lastHumanDescriptionAvatarSource: {fileID: 9000000, guid: 90830e7fe5c8a5446854c749eb3d85f3, type: 3}
|
||||
autoGenerateAvatarMappingIfUnspecified: 1
|
||||
animationType: 3
|
||||
humanoidOversampling: 1
|
||||
avatarSetup: 2
|
||||
addHumanoidExtraRootOnlyWhenUsingAvatar: 1
|
||||
importBlendShapeDeformPercent: 1
|
||||
remapMaterialsIfMaterialImportModeIsNone: 0
|
||||
additionalBone: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/Scripts/YAMO_Scripts/ForearmHingeBaker.meta
Normal file
8
Assets/Scripts/YAMO_Scripts/ForearmHingeBaker.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 26ba51d5378e4454ab782efd48126706
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,360 @@
|
||||
// ForearmHingeBaker.cs
|
||||
// Unity Editor 스크립트 — Assets/Editor/ 폴더에 배치
|
||||
//
|
||||
// Humanoid 애니메이션 클립에서 Forearm의 비-힌지 회전 성분을 제거하고,
|
||||
// UpperArm 회전을 보정하여 Hand가 원래 방향을 유지하도록 합니다.
|
||||
// Biped의 단축(힌지) Forearm과 호환되는 Generic 클립을 생성합니다.
|
||||
//
|
||||
// 알고리즘:
|
||||
// 1. 원본 포즈에서 Hand 월드 위치/회전을 기록
|
||||
// 2. Forearm 힌지각을 해석적으로 풀이 — Hand가 그리는 원 위에서 원본 Hand에 가장 가까운 점
|
||||
// 3. UpperArm을 최소한으로 보정하여 Hand가 원래 방향을 가리키도록
|
||||
// 4. Hand 월드 회전을 원본으로 복원
|
||||
//
|
||||
// 사용법:
|
||||
// 1. 씬에 Animator + Avatar가 설정된 캐릭터 배치
|
||||
// 2. Tools > Animation > Forearm Hinge Baker
|
||||
// 3. Animator와 소스 클립 지정
|
||||
// 4. 힌지축 설정 (Forearm이 구부러지는 로컬 축)
|
||||
// 5. Bake 실행 → _hinged.anim 파일 생성
|
||||
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using System.Collections.Generic;
|
||||
|
||||
public class ForearmHingeBaker : EditorWindow
|
||||
{
|
||||
Animator animator;
|
||||
AnimationClip sourceClip;
|
||||
int sampleRate = 30;
|
||||
|
||||
enum HingeAxis { X, Y, Z }
|
||||
HingeAxis hingeAxis = HingeAxis.Z;
|
||||
|
||||
[MenuItem("Tools/Animation/Forearm Hinge Baker")]
|
||||
static void Open()
|
||||
{
|
||||
var win = GetWindow<ForearmHingeBaker>("Forearm Hinge Baker");
|
||||
win.minSize = new Vector2(350, 280);
|
||||
}
|
||||
|
||||
void OnGUI()
|
||||
{
|
||||
EditorGUILayout.Space(4);
|
||||
animator = EditorGUILayout.ObjectField("Animator (씬)", animator, typeof(Animator), true) as Animator;
|
||||
sourceClip = EditorGUILayout.ObjectField("소스 클립", sourceClip, typeof(AnimationClip), false) as AnimationClip;
|
||||
|
||||
EditorGUILayout.Space(4);
|
||||
sampleRate = EditorGUILayout.IntSlider("샘플레이트 (fps)", sampleRate, 1, 120);
|
||||
hingeAxis = (HingeAxis)EditorGUILayout.EnumPopup("Forearm 힌지축 (로컬)", hingeAxis);
|
||||
|
||||
EditorGUILayout.Space(4);
|
||||
EditorGUILayout.HelpBox(
|
||||
"Forearm 힌지각을 해석적으로 풀이합니다.\n" +
|
||||
"Hand가 힌지 회전으로 그리는 원 위에서 원본 위치에 가장 가까운 점을 찾고,\n" +
|
||||
"UpperArm을 최소한으로 보정합니다.\n\n" +
|
||||
"출력은 Generic 클립 (bone localRotation 기반)입니다.",
|
||||
MessageType.Info);
|
||||
|
||||
EditorGUILayout.Space(4);
|
||||
GUI.enabled = animator != null && sourceClip != null;
|
||||
if (GUILayout.Button("Bake", GUILayout.Height(30)))
|
||||
Bake();
|
||||
GUI.enabled = true;
|
||||
}
|
||||
|
||||
// ============================================================
|
||||
// Core
|
||||
// ============================================================
|
||||
void Bake()
|
||||
{
|
||||
var go = animator.gameObject;
|
||||
|
||||
// 양쪽 팔 트리플렛: upper, lower, hand
|
||||
var armTriplets = new (HumanBodyBones upper, HumanBodyBones lower, HumanBodyBones hand)[]
|
||||
{
|
||||
(HumanBodyBones.LeftUpperArm, HumanBodyBones.LeftLowerArm, HumanBodyBones.LeftHand),
|
||||
(HumanBodyBones.RightUpperArm, HumanBodyBones.RightLowerArm, HumanBodyBones.RightHand),
|
||||
};
|
||||
|
||||
// 본 계층 수집 (루트 자식부터, path = 상대경로)
|
||||
var allBones = new List<Transform>();
|
||||
var bonePaths = new Dictionary<Transform, string>();
|
||||
foreach (Transform child in go.transform)
|
||||
CollectHierarchy(child, child.name, allBones, bonePaths);
|
||||
|
||||
if (allBones.Count == 0)
|
||||
{
|
||||
EditorUtility.DisplayDialog("오류", "Animator 하위에 본이 없습니다.", "OK");
|
||||
return;
|
||||
}
|
||||
|
||||
int frameCount = Mathf.CeilToInt(sourceClip.length * sampleRate) + 1;
|
||||
|
||||
// 프레임별 저장소
|
||||
var rotations = new Dictionary<Transform, Quaternion[]>();
|
||||
var positions = new Dictionary<Transform, Vector3[]>();
|
||||
foreach (var bone in allBones)
|
||||
{
|
||||
rotations[bone] = new Quaternion[frameCount];
|
||||
positions[bone] = new Vector3[frameCount];
|
||||
}
|
||||
|
||||
// 힌지축 벡터
|
||||
Vector3 axisVec = hingeAxis switch
|
||||
{
|
||||
HingeAxis.X => Vector3.right,
|
||||
HingeAxis.Y => Vector3.up,
|
||||
HingeAxis.Z => Vector3.forward,
|
||||
_ => Vector3.forward
|
||||
};
|
||||
|
||||
// 수정 대상 본 세트 (arm triplet에 포함된 본들)
|
||||
var modifiedBones = new HashSet<Transform>();
|
||||
|
||||
// 샘플링 + 힌지 제약 적용
|
||||
AnimationMode.StartAnimationMode();
|
||||
try
|
||||
{
|
||||
for (int i = 0; i < frameCount; i++)
|
||||
{
|
||||
float t = Mathf.Min((float)i / sampleRate, sourceClip.length);
|
||||
AnimationMode.SampleAnimationClip(go, sourceClip, t);
|
||||
|
||||
// 모든 본의 원본 로컬 트랜스폼 기록
|
||||
foreach (var bone in allBones)
|
||||
{
|
||||
rotations[bone][i] = bone.localRotation;
|
||||
positions[bone][i] = bone.localPosition;
|
||||
}
|
||||
|
||||
// 각 팔에 힌지 제약 적용
|
||||
foreach (var (upperBone, lowerBone, handBone) in armTriplets)
|
||||
{
|
||||
var upper = animator.GetBoneTransform(upperBone);
|
||||
var lower = animator.GetBoneTransform(lowerBone);
|
||||
var hand = animator.GetBoneTransform(handBone);
|
||||
if (upper == null || lower == null || hand == null) continue;
|
||||
|
||||
// 첫 프레임에서 수정 대상 등록
|
||||
if (i == 0)
|
||||
{
|
||||
modifiedBones.Add(upper);
|
||||
modifiedBones.Add(lower);
|
||||
modifiedBones.Add(hand);
|
||||
}
|
||||
|
||||
// --- 0. 원본 월드 트랜스폼 기록 ---
|
||||
Vector3 origHandPos = hand.position;
|
||||
Quaternion origHandRot = hand.rotation;
|
||||
Vector3 shoulderPos = upper.position;
|
||||
Vector3 elbowPos = lower.position;
|
||||
|
||||
// --- 1. 최적 힌지 각도 해석적 풀이 ---
|
||||
// Forearm이 힌지축으로만 회전하면 Hand는 팔꿈치 중심 원 위를 이동.
|
||||
// 이 원 위에서 원본 Hand 위치에 가장 가까운 점의 각도를 구함.
|
||||
|
||||
// θ=0, θ=90 에서 Hand 위치를 샘플링하여 원의 기하 정의
|
||||
lower.localRotation = Quaternion.identity;
|
||||
Vector3 h0 = hand.position - elbowPos;
|
||||
|
||||
lower.localRotation = Quaternion.AngleAxis(90f, axisVec);
|
||||
Vector3 h90 = hand.position - elbowPos;
|
||||
|
||||
// 월드 힌지축
|
||||
Quaternion parentRot = lower.parent != null ? lower.parent.rotation : Quaternion.identity;
|
||||
Vector3 worldAxis = (parentRot * axisVec).normalized;
|
||||
|
||||
// 원의 중심 (elbow 기준 오프셋)
|
||||
Vector3 centerOffset = Vector3.Dot(h0, worldAxis) * worldAxis;
|
||||
|
||||
// 원 위의 기준 방향
|
||||
Vector3 r0 = h0 - centerOffset;
|
||||
Vector3 r90 = h90 - centerOffset;
|
||||
|
||||
// 타겟을 원 평면에 투영
|
||||
Vector3 targetOffset = origHandPos - elbowPos - centerOffset;
|
||||
Vector3 targetInPlane = targetOffset - Vector3.Dot(targetOffset, worldAxis) * worldAxis;
|
||||
|
||||
float theta = 0f;
|
||||
if (targetInPlane.sqrMagnitude > 1e-10f && r0.sqrMagnitude > 1e-10f)
|
||||
{
|
||||
theta = Mathf.Atan2(
|
||||
Vector3.Dot(targetInPlane.normalized, r90.normalized),
|
||||
Vector3.Dot(targetInPlane.normalized, r0.normalized)
|
||||
) * Mathf.Rad2Deg;
|
||||
}
|
||||
|
||||
// --- 2. 최적 힌지 각도 적용 ---
|
||||
lower.localRotation = Quaternion.AngleAxis(theta, axisVec);
|
||||
|
||||
// --- 3. UpperArm 최소 보정 ---
|
||||
// 최적 힌지라도 원본 Hand가 원 밖이면 오차 존재.
|
||||
// FromToRotation으로 어깨→손 방향을 일치시켜 잔여 오차 보정.
|
||||
Vector3 currentHandPos = hand.position;
|
||||
Vector3 curDir = (currentHandPos - shoulderPos);
|
||||
Vector3 tgtDir = (origHandPos - shoulderPos);
|
||||
|
||||
if (curDir.sqrMagnitude > 1e-8f && tgtDir.sqrMagnitude > 1e-8f)
|
||||
{
|
||||
Quaternion correction = Quaternion.FromToRotation(curDir.normalized, tgtDir.normalized);
|
||||
upper.rotation = correction * upper.rotation;
|
||||
}
|
||||
|
||||
// --- 4. Hand 월드 회전 복원 ---
|
||||
hand.rotation = origHandRot;
|
||||
|
||||
// 수정된 로컬 회전 저장
|
||||
rotations[upper][i] = upper.localRotation;
|
||||
rotations[lower][i] = lower.localRotation;
|
||||
rotations[hand][i] = hand.localRotation;
|
||||
}
|
||||
|
||||
// 진행률
|
||||
if (i % 100 == 0)
|
||||
EditorUtility.DisplayProgressBar("Forearm Hinge Baker",
|
||||
$"샘플링 {i}/{frameCount}", (float)i / frameCount);
|
||||
}
|
||||
}
|
||||
finally
|
||||
{
|
||||
AnimationMode.StopAnimationMode();
|
||||
EditorUtility.ClearProgressBar();
|
||||
}
|
||||
|
||||
// 새 클립 생성
|
||||
var newClip = new AnimationClip();
|
||||
newClip.frameRate = sampleRate;
|
||||
|
||||
foreach (var bone in allBones)
|
||||
{
|
||||
string path = bonePaths[bone];
|
||||
var rots = rotations[bone];
|
||||
var poss = positions[bone];
|
||||
|
||||
// 회전 커브 (Quaternion)
|
||||
var cx = new AnimationCurve();
|
||||
var cy = new AnimationCurve();
|
||||
var cz = new AnimationCurve();
|
||||
var cw = new AnimationCurve();
|
||||
|
||||
for (int j = 0; j < frameCount; j++)
|
||||
{
|
||||
float time = (float)j / sampleRate;
|
||||
cx.AddKey(time, rots[j].x);
|
||||
cy.AddKey(time, rots[j].y);
|
||||
cz.AddKey(time, rots[j].z);
|
||||
cw.AddKey(time, rots[j].w);
|
||||
}
|
||||
|
||||
newClip.SetCurve(path, typeof(Transform), "localRotation.x", cx);
|
||||
newClip.SetCurve(path, typeof(Transform), "localRotation.y", cy);
|
||||
newClip.SetCurve(path, typeof(Transform), "localRotation.z", cz);
|
||||
newClip.SetCurve(path, typeof(Transform), "localRotation.w", cw);
|
||||
|
||||
// 위치 커브 (변화가 있는 본만)
|
||||
bool posAnimated = false;
|
||||
for (int j = 1; j < frameCount; j++)
|
||||
{
|
||||
if ((poss[j] - poss[0]).sqrMagnitude > 1e-6f)
|
||||
{
|
||||
posAnimated = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (posAnimated)
|
||||
{
|
||||
var px = new AnimationCurve();
|
||||
var py = new AnimationCurve();
|
||||
var pz = new AnimationCurve();
|
||||
|
||||
for (int j = 0; j < frameCount; j++)
|
||||
{
|
||||
float time = (float)j / sampleRate;
|
||||
px.AddKey(time, poss[j].x);
|
||||
py.AddKey(time, poss[j].y);
|
||||
pz.AddKey(time, poss[j].z);
|
||||
}
|
||||
|
||||
newClip.SetCurve(path, typeof(Transform), "localPosition.x", px);
|
||||
newClip.SetCurve(path, typeof(Transform), "localPosition.y", py);
|
||||
newClip.SetCurve(path, typeof(Transform), "localPosition.z", pz);
|
||||
}
|
||||
}
|
||||
|
||||
newClip.EnsureQuaternionContinuity();
|
||||
|
||||
// 저장
|
||||
string srcPath = AssetDatabase.GetAssetPath(sourceClip);
|
||||
string newPath;
|
||||
if (!string.IsNullOrEmpty(srcPath))
|
||||
{
|
||||
string dir = System.IO.Path.GetDirectoryName(srcPath);
|
||||
string name = System.IO.Path.GetFileNameWithoutExtension(srcPath);
|
||||
newPath = $"{dir}/{name}_hinged.anim";
|
||||
}
|
||||
else
|
||||
{
|
||||
newPath = "Assets/hinged_clip.anim";
|
||||
}
|
||||
|
||||
newPath = AssetDatabase.GenerateUniqueAssetPath(newPath);
|
||||
AssetDatabase.CreateAsset(newClip, newPath);
|
||||
AssetDatabase.SaveAssets();
|
||||
|
||||
Debug.Log($"[ForearmHingeBaker] 저장 완료: {newPath} ({frameCount}프레임, {allBones.Count}본)");
|
||||
EditorUtility.DisplayDialog("완료",
|
||||
$"저장: {newPath}\n프레임: {frameCount}\n본: {allBones.Count}", "OK");
|
||||
|
||||
Selection.activeObject = newClip;
|
||||
EditorGUIUtility.PingObject(newClip);
|
||||
}
|
||||
|
||||
// ============================================================
|
||||
// Swing-Twist 분해
|
||||
// q = swing * twist
|
||||
// twist = 지정 축 주위 회전 (힌지 성분, forearm에 유지)
|
||||
// swing = 나머지 회전 (제거 대상)
|
||||
// ============================================================
|
||||
static void SwingTwist(Quaternion q, Vector3 twistAxis,
|
||||
out Quaternion swing, out Quaternion twist)
|
||||
{
|
||||
Vector3 r = new Vector3(q.x, q.y, q.z);
|
||||
Vector3 proj = Vector3.Dot(r, twistAxis) * twistAxis;
|
||||
|
||||
twist = new Quaternion(proj.x, proj.y, proj.z, q.w);
|
||||
float mag = Mathf.Sqrt(twist.x * twist.x + twist.y * twist.y
|
||||
+ twist.z * twist.z + twist.w * twist.w);
|
||||
|
||||
if (mag < 1e-6f)
|
||||
{
|
||||
twist = Quaternion.identity;
|
||||
swing = q;
|
||||
}
|
||||
else
|
||||
{
|
||||
twist.x /= mag;
|
||||
twist.y /= mag;
|
||||
twist.z /= mag;
|
||||
twist.w /= mag;
|
||||
swing = q * Quaternion.Inverse(twist);
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================
|
||||
// 본 계층 수집
|
||||
// ============================================================
|
||||
void CollectHierarchy(Transform t, string path,
|
||||
List<Transform> bones, Dictionary<Transform, string> paths)
|
||||
{
|
||||
bones.Add(t);
|
||||
paths[t] = path;
|
||||
|
||||
for (int i = 0; i < t.childCount; i++)
|
||||
{
|
||||
var child = t.GetChild(i);
|
||||
CollectHierarchy(child, path + "/" + child.name, bones, paths);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d45c483a732289e469d197dbe3a983b2
|
||||
Loading…
x
Reference in New Issue
Block a user