From 11be1ead864be50d38a89b279282ca123bfe50d2 Mon Sep 17 00:00:00 2001 From: "DESKTOP-S4BOTN2\\user" Date: Tue, 14 Apr 2026 23:56:41 +0900 Subject: [PATCH] =?UTF-8?q?ADD:=20=EB=A0=88=EB=93=9C=20STREAM=20ON=20?= =?UTF-8?q?=EC=98=81=EC=83=81=20=EC=A4=91=EA=B0=84=EC=A0=80=EC=9E=A5?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../레드_260418_오리지널 데뷔_Biped Variant_2.prefab | 4 +- .../레드_260418_오리지널 데뷔_BipedOnly.fbx | 3 + .../레드_260418_오리지널 데뷔_BipedOnly.fbx.meta | 848 + .../260414_레드리허설/260414_레드리허설.unity | 4 +- .../260414_레드리허설_레드스테이지_StreamOn.unity | 3 + ...414_레드리허설_레드스테이지_StreamOn.unity.meta | 7 + ..._레드리허설_레드스테이지_StreamOn_Timeline.playable | 18454 ++++++++++++++++ ...리허설_레드스테이지_StreamOn_Timeline.playable.meta | 8 + .../타임라인/Ani_레드_오리지널_StreamOn_01.fbx | 3 + .../Ani_레드_오리지널_StreamOn_01.fbx.meta | 877 + .../YAMO_Scripts/ForearmHingeBaker.meta | 8 + .../ForearmHingeBaker/ForearmHingeBaker.cs | 360 + .../ForearmHingeBaker.cs.meta | 2 + 13 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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: diff --git a/Assets/Scripts/YAMO_Scripts/ForearmHingeBaker.meta b/Assets/Scripts/YAMO_Scripts/ForearmHingeBaker.meta new file mode 100644 index 000000000..f399c97e9 --- /dev/null +++ b/Assets/Scripts/YAMO_Scripts/ForearmHingeBaker.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 26ba51d5378e4454ab782efd48126706 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/YAMO_Scripts/ForearmHingeBaker/ForearmHingeBaker.cs b/Assets/Scripts/YAMO_Scripts/ForearmHingeBaker/ForearmHingeBaker.cs new file mode 100644 index 000000000..61974590f --- /dev/null +++ b/Assets/Scripts/YAMO_Scripts/ForearmHingeBaker/ForearmHingeBaker.cs @@ -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("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(); + var bonePaths = new Dictionary(); + 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(); + var positions = new Dictionary(); + 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(); + + // 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 bones, Dictionary 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); + } + } +} diff --git a/Assets/Scripts/YAMO_Scripts/ForearmHingeBaker/ForearmHingeBaker.cs.meta b/Assets/Scripts/YAMO_Scripts/ForearmHingeBaker/ForearmHingeBaker.cs.meta new file mode 100644 index 000000000..9fcb558dc --- /dev/null +++ b/Assets/Scripts/YAMO_Scripts/ForearmHingeBaker/ForearmHingeBaker.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: d45c483a732289e469d197dbe3a983b2 \ No newline at end of file