ADD : 로코코 장갑 기능추가

This commit is contained in:
DESKTOP-S4BOTN2\user 2025-06-17 23:40:17 +09:00
parent 2b9a8375fb
commit a17764e307
242 changed files with 12211 additions and 63 deletions

View File

@ -1,14 +1,14 @@
using UnityEditor;
using UnityEngine;
[CustomEditor(typeof(OptitrackSkeletonAnimator_Meechu))]
[CustomEditor(typeof(OptitrackSkeletonAnimator_Mingle))]
public class OptitrackSkeletonAnimatorEditor : Editor
{
public override void OnInspectorGUI()
{
DrawDefaultInspector();
OptitrackSkeletonAnimator_Meechu skeletonAnimator = (OptitrackSkeletonAnimator_Meechu)target;
OptitrackSkeletonAnimator_Mingle skeletonAnimator = (OptitrackSkeletonAnimator_Mingle)target;
GUILayout.Space(10);
EditorGUILayout.LabelField("스켈레톤 상태", EditorStyles.boldLabel);

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@ -100,8 +100,8 @@ public class OptitrackRigidBody : MonoBehaviour
m_isRigidBodyFound = rbState.IsTracked;
if (m_isRigidBodyFound)
{
transform.position = rbState.Pose.Position;
transform.rotation = rbState.Pose.Orientation;
transform.localPosition = rbState.Pose.Position;
transform.localRotation = rbState.Pose.Orientation;
}
}
else
@ -122,8 +122,8 @@ public class OptitrackRigidBody : MonoBehaviour
m_isRigidBodyFound = rbState.IsTracked;
if (m_isRigidBodyFound)
{
transform.position = rbState.Pose.Position;
transform.rotation = rbState.Pose.Orientation;
transform.localPosition = rbState.Pose.Position;
transform.localRotation = rbState.Pose.Orientation;
}
}
}

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@ -4,6 +4,14 @@ using Unity.Mathematics;
using UnityEngine;
using System.Collections;
[System.Serializable]
public enum MotionApplicationScope
{
All, // 전신 적용
ExcludeFingersOnly, // 손가락만 제외
ExcludeHandsAndFingers // 손목 + 손가락 제외
}
public class OptitrackSkeletonAnimator_Mingle : MonoBehaviour
{
[Header("OptiTrack 설정")]
@ -14,6 +22,10 @@ public class OptitrackSkeletonAnimator_Mingle : MonoBehaviour
public string SkeletonAssetName = "Skeleton1";
private Animator TargetAnimator;
[Header("모션 적용 범위")]
[Tooltip("모션 캡처 데이터를 적용할 범위 선택")]
public MotionApplicationScope motionScope = MotionApplicationScope.All;
private OptitrackSkeletonDefinition m_skeletonDef;
private Dictionary<string, HumanBodyBones> m_optitrackToHumanBoneMap;
@ -108,45 +120,20 @@ public class OptitrackSkeletonAnimator_Mingle : MonoBehaviour
if (m_optitrackToHumanBoneMap.TryGetValue(optitrackBoneName, out HumanBodyBones humanBone))
{
// 모션 스코프에 따른 본 필터링
if (!ShouldApplyMotionToBone(optitrackBoneName))
continue;
Transform boneTransform = TargetAnimator.GetBoneTransform(humanBone);
if (boneTransform != null)
{
if (skelState.BonePoses.TryGetValue(bone.Id, out OptitrackPose bonePose))
{
// 위치는 항상 업데이트 (Hip 등 루트 본의 경우)
boneTransform.localPosition = bonePose.Position;
// 회전 업데이트
boneTransform.localRotation = bonePose.Orientation;
/*
// 엄지 손가락 본에 대한 고정 회전값 적용
if (optitrackBoneName.Contains("LThumb1"))
{
boneTransform.localRotation = bonePose.Orientation * Quaternion.Euler(-40f, -60f, 20f);
}
else if (optitrackBoneName.Contains("LThumb2"))
{
boneTransform.localRotation = bonePose.Orientation;
}
else if (optitrackBoneName.Contains("LThumb3"))
{
boneTransform.localRotation = bonePose.Orientation * Quaternion.Euler(-60f, 0f, 0f);
}
else if (optitrackBoneName.Contains("RThumb1"))
{
boneTransform.localRotation = bonePose.Orientation * Quaternion.Euler(40f, 60f, 20f);
}
else if (optitrackBoneName.Contains("RThumb2"))
{
boneTransform.localRotation = bonePose.Orientation;
}
else if (optitrackBoneName.Contains("RThumb3"))
{
boneTransform.localRotation = bonePose.Orientation * Quaternion.Euler(-60f, 0f, 0f);
}
else
{
boneTransform.localRotation = bonePose.Orientation;
}
*/
}
}
}
@ -290,4 +277,39 @@ public class OptitrackSkeletonAnimator_Mingle : MonoBehaviour
yield return new WaitForSeconds(updateInterval);
}
}
private bool IsFingerBone(string boneName)
{
// 손가락 관련 본들 확인 (양손 모두)
return boneName.Contains("Thumb") ||
boneName.Contains("Index") ||
boneName.Contains("Middle") ||
boneName.Contains("Ring") ||
boneName.Contains("Pinky");
}
private bool IsHandBone(string boneName)
{
// 손 관련 본들 확인 (양손 모두)
return boneName.Contains("LHand") ||
boneName.Contains("RHand");
}
private bool ShouldApplyMotionToBone(string boneName)
{
switch (motionScope)
{
case MotionApplicationScope.All:
return true;
case MotionApplicationScope.ExcludeFingersOnly:
return !IsFingerBone(boneName);
case MotionApplicationScope.ExcludeHandsAndFingers:
return !IsFingerBone(boneName) && !IsHandBone(boneName);
default:
return true;
}
}
}

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Properties
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_SubTiles("SubTiles", Int) = 4
_Radius("Radius", Float) = 2
_FadeDistance("FadeDistance", Float) = 2
_MainColor("MainColor", Color) = (0.5849056,0.5849056,0.5849056,0)
_GridColor("GridColor", Color) = (1,1,1,0)
[HideInInspector] __dirty( "", Int ) = 1
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CGPROGRAM
#include "UnityShaderVariables.cginc"
#pragma target 3.0
#pragma surface surf StandardSpecular keepalpha addshadow fullforwardshadows exclude_path:deferred
struct Input
{
float3 worldPos;
float4 screenPos;
};
uniform float4 _MainColor;
uniform float4 _GridColor;
uniform sampler2D _MainTexture;
uniform float _Tiles;
uniform int _SubTiles;
uniform float _FadeDistance;
uniform float _Radius;
uniform sampler2D _GrabTexture;
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
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{
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float2 i = floor( v + dot( v, C.yy ) );
float2 x0 = v - i + dot( i, C.xx );
float2 i1;
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
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x12.xy -= i1;
i = mod2D289( i );
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m = m * m;
m = m * m;
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float3 h = abs( x ) - 0.5;
float3 ox = floor( x + 0.5 );
float3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
float3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot( m, g );
}
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float scale = -1.0;
#else
float scale = 1.0;
#endif
float4 o = pos;
o.y = pos.w * 0.5f;
o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y;
return o;
}
void surf( Input i , inout SurfaceOutputStandardSpecular o )
{
float4 _black = float4(0,0,0,0);
float3 ase_worldPos = i.worldPos;
float4 transform127 = mul(unity_WorldToObject,float4( ase_worldPos , 0.0 ));
float4 appendResult129 = (float4(transform127.x , transform127.z , 0.0 , 0.0));
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float4 ase_screenPosNorm = ase_screenPos / ase_screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float simplePerlin2D148 = snoise( ( ase_screenPosNorm * 2048.0 ).xy );
float ScreenRandom152 = ( ( simplePerlin2D148 - 1.0 ) * 0.0008 );
float3 ase_vertex3Pos = mul( unity_WorldToObject, float4( i.worldPos , 1 ) );
float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) );
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float Mask84 = clampResult126;
float4 lerpResult86 = lerp( _black , ( lerpResult114 + ScreenRandom152 ) , Mask84);
o.Albedo = lerpResult86.rgb;
float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( ase_screenPos );
float4 screenColor106 = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD( ase_grabScreenPos ) );
float4 lerpResult107 = lerp( screenColor106 , _black , Mask84);
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o.Occlusion = Mask84;
o.Alpha = 1;
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ENDCG
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#if UNITY_EDITOR
using Rokoko.Helper;
using Rokoko.Inputs;
using UnityEditor;
using UnityEngine;
namespace Rokoko.RokokoEditor
{
[CustomEditor(typeof(Actor))]
[CanEditMultipleObjects]
public class ActorEditor : TweakableEditor
{
private const string TPOSE_GUIDE_PREFAB_PATH = "TPoseGuide_Prefab";
private const int GroupSpace = 20;
private SerializedProperty boneMapping;
private SerializedProperty animatorProperty;
private SerializedProperty profileNameProperty;
private SerializedProperty faceProperty;
private GameObject tPoseGuide;
protected void OnEnable()
{
boneMapping = serializedObject.FindProperty("boneMapping");
animatorProperty = serializedObject.FindProperty("animator");
profileNameProperty = serializedObject.FindProperty("profileName");
faceProperty = serializedObject.FindProperty("face");
Actor actor = (Actor)target;
if (!Application.isPlaying)
actor.animator = actor.gameObject.GetComponent<Animator>();
if (actor.animator != null && !actor.isValidTpose)
actor.CalculateTPose();
EditorApplication.playModeStateChanged += EditorApplication_playModeStateChanged;
}
private void OnDisable()
{
HideTPoseGuide();
}
private void HideTPoseGuide()
{
if (tPoseGuide != null)
{
RokokoHelper.Destroy(tPoseGuide);
tPoseGuide = null;
}
}
private void EditorApplication_playModeStateChanged(PlayModeStateChange obj)
{
HideTPoseGuide();
}
// Stops showing the script field
protected override string[] GetInvisibleInDefaultInspector()
{
return new[] { "m_Script" };
}
public override void OnInspectorGUI()
{
Actor actor = (Actor)target;
serializedObject.Update();
Undo.RecordObject(actor, "Undo Actor Changes");
// TPose
{
GUILayout.BeginVertical("HelpBox");
EditorGUILayout.HelpBox("T Pose reference is needed in order translate properly animation from Studio.", MessageType.Info);
if (actor.animator != null)
{
GUILayout.BeginHorizontal();
{
GUILayout.Label("T Pose reference");
string textValue = (actor.characterTPose.Count == 0) ? "Not set" : $"Referece:{actor.name}";
GUILayout.TextField(textValue);
if (actor.characterTPose.Count == 0)
EditorGUILayout.HelpBox("You need to assign a reference T Pose.", MessageType.Error);
}
GUILayout.EndHorizontal();
GUILayout.Space(10);
if (actor.characterTPose.Count > 0)
{
if (!actor.isValidTpose)
{
EditorGUILayout.HelpBox("Refernce T Pose seems wrong.\nRotate the character to match the TPose orientation guide and then \"Assign T Pose\" again.", MessageType.Error);
GUI.color = Color.white;
}
}
EditorGUILayout.BeginHorizontal();
if (tPoseGuide == null)
{
if (GUILayout.Button("Show T Pose Guide"))
{
tPoseGuide = GameObject.Instantiate(Resources.Load<GameObject>(TPOSE_GUIDE_PREFAB_PATH));
TPoseGuideGameComponent tposeComponent = tPoseGuide.GetComponent<TPoseGuideGameComponent>();
tposeComponent.followTarget = actor.transform;
float actorHeight = actor.GetActorHeight();
// Plane is x10 times bigger
// Make contour guide bigger
tposeComponent.transform.localScale = Vector3.one * actorHeight * 0.1f * 1.25f;
tposeComponent.followOffset = new Vector3(0, actorHeight / 2f, -0.5f);
}
}
else
{
if (GUILayout.Button("Hide T Pose Guide"))
{
HideTPoseGuide();
}
}
if (GUILayout.Button("Assign T Pose"))
{
actor.CalculateTPose();
}
EditorGUILayout.EndHorizontal();
if (tPoseGuide != null)
{
EditorGUILayout.HelpBox("Rotate your character according to the help guide plane.\nNote: Position doesn't matter, you only need to match the actor to the silhouette", MessageType.Info);
}
}
else
{
EditorGUILayout.HelpBox("Please select a valid Animator", MessageType.Error);
}
GUILayout.EndVertical();
GUILayout.Space(GroupSpace);
}
// Profile name
{
GUILayout.BeginVertical("HelpBox");
EditorGUILayout.HelpBox("Profile name allows you to override any target from Studio", MessageType.Info);
EditorGUILayout.PropertyField(profileNameProperty);
GUILayout.EndVertical();
GUILayout.Space(GroupSpace);
}
// Bone Mapping
{
GUILayout.BeginVertical("HelpBox");
EditorGUILayout.HelpBox("Bone mapping is used to convert a Studio Actor to any custom character hierarchy", MessageType.Info);
EditorGUILayout.PropertyField(boneMapping);
if (actor.boneMapping == Actor.BoneMappingEnum.Animator)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PropertyField(animatorProperty);
if (GUILayout.Button("Self"))
{
actor.animator = actor.GetComponentInChildren<Animator>();
}
EditorGUILayout.EndHorizontal();
if (actor.animator == null)
{
EditorGUILayout.HelpBox("Please select a valid Animator", MessageType.Error);
}
else if (!actor.animator.isHuman)
{
EditorGUILayout.HelpBox("The avatar you are using is not humanoid.\nPlease go in model inspector, under Rig tab and select AnimationType as Humanoid.", MessageType.Error);
}
}
else
{
if (actor.GetComponent<HumanBoneMapping>() == null)
{
actor.customBoneMapping = Undo.AddComponent(actor.gameObject, typeof(HumanBoneMapping)) as HumanBoneMapping;
}
else if (actor.customBoneMapping == null)
{
actor.customBoneMapping = actor.GetComponent<HumanBoneMapping>();
}
}
GUILayout.EndVertical();
GUILayout.Space(GroupSpace);
}
// Face
{
EditorGUILayout.LabelField("Actor Face (Optional)", EditorStyles.boldLabel);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PropertyField(faceProperty);
if (GUILayout.Button("Create"))
{
if (actor.gameObject.GetComponent<Face>() is Face face)
{
actor.face = face;
}
else
{
actor.face = Undo.AddComponent(actor.gameObject, typeof(Face)) as Face;
}
}
if (GUILayout.Button("Self"))
{
actor.face = actor.GetComponentInChildren<Face>();
}
EditorGUILayout.EndHorizontal();
GUILayout.Space(10);
}
serializedObject.ApplyModifiedProperties();
// Draw standard fields
base.OnInspectorGUI();
}
}
}
#endif

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#if UNITY_EDITOR
using Rokoko.Inputs;
using UnityEditor;
namespace Rokoko.RokokoEditor
{
[CustomEditor(typeof(ActorNewton))]
[CanEditMultipleObjects]
public class ActorNewtonEditor : ActorEditor { }
}
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#if UNITY_EDITOR
using Rokoko.Inputs;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using Rokoko.Helper;
using Rokoko.Core;
namespace Rokoko.RokokoEditor
{
[CustomEditor(typeof(BlendShapesMapping))]
[CanEditMultipleObjects]
public class BlendShapesMappingEditor : TweakableEditor
{
private BlendShapes[] _BlendshapesArray = null;
public BlendShapes[] BlendshapesArray
{
get
{
if (_BlendshapesArray == null)
{
_BlendshapesArray = new BlendShapes[(int)BlendShapes.size];
for (int i = 0; i < _BlendshapesArray.Length; i++)
{
_BlendshapesArray[i] = (BlendShapes)i;
}
}
return _BlendshapesArray;
}
}
SerializedProperty blendshapeNames;
protected void OnEnable()
{
blendshapeNames = serializedObject.FindProperty("blendshapeNames");
}
// Stops showing the script field
protected override string[] GetInvisibleInDefaultInspector()
{
return new[] { "m_Script" };
}
public override void OnInspectorGUI()
{
BlendShapesMapping blendshapesMapping = (BlendShapesMapping)target;
serializedObject.Update();
Undo.RecordObject(blendshapesMapping, "Undo ActorCustomBoneMapping Changes");
// Initialize Array
if (blendshapesMapping.blendshapeNames.Count != BlendshapesArray.Length)
{
blendshapesMapping.blendshapeNames = new BlendshapesDictionary();
for (int i = 0; i < BlendshapesArray.Length; i++)
{
blendshapesMapping.blendshapeNames.Add(BlendshapesArray[i], "");
}
// SerializedObject rereferce needs to be updated
return;
}
GUILayout.Space(10);
if (GUILayout.Button("Copy from ARKit"))
{
// Copy fields from ARKit
for (int i = 0; i < blendshapesMapping.blendshapeNames.Count; i++)
{
KeyValuePair<BlendShapes, string> keyPair = blendshapesMapping.blendshapeNames[i];
blendshapesMapping.blendshapeNames[keyPair.Key] = keyPair.Key.ToString();
}
}
GUILayout.Space(10);
// Draw a field for each Blendshape
for (int i = 0; i < blendshapesMapping.blendshapeNames.Count; i++)
{
KeyValuePair<BlendShapes, string> keyPair = blendshapesMapping.blendshapeNames[i];
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(keyPair.Key.ToString().ToUpperFirstChar());
blendshapesMapping.blendshapeNames[keyPair.Key] = EditorGUILayout.TextField(keyPair.Value.ToString());
EditorGUILayout.EndHorizontal();
}
serializedObject.ApplyModifiedProperties();
// Draw standard fields
//base.OnInspectorGUI();
}
}
}
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#if UNITY_EDITOR
using Rokoko.Helper;
using Rokoko.Inputs;
using UnityEditor;
using UnityEngine;
namespace Rokoko.RokokoEditor
{
[CustomEditor(typeof(Character))]
[CanEditMultipleObjects]
public class CharacterEditor : TweakableEditor
{
private const int GroupSpace = 20;
private SerializedProperty animatorProperty;
private SerializedProperty profileNameProperty;
private SerializedProperty faceProperty;
private GameObject tPoseGuide;
protected void OnEnable()
{
animatorProperty = serializedObject.FindProperty("animator");
profileNameProperty = serializedObject.FindProperty("profileName");
faceProperty = serializedObject.FindProperty("face");
Character character = (Character)target;
if (!Application.isPlaying)
character.animator = character.gameObject.GetComponent<Animator>();
EditorApplication.playModeStateChanged += EditorApplication_playModeStateChanged;
}
private void OnDisable()
{
}
private void HideTPoseGuide()
{
}
private void EditorApplication_playModeStateChanged(PlayModeStateChange obj)
{
}
// Stops showing the script field
protected override string[] GetInvisibleInDefaultInspector()
{
return new[] { "m_Script" };
}
public override void OnInspectorGUI()
{
Character character = (Character)target;
serializedObject.Update();
Undo.RecordObject(character, "Undo Character Changes");
// Profile name
{
GUILayout.BeginVertical("HelpBox");
EditorGUILayout.HelpBox("Profile name allows you to override any target from Studio", MessageType.Info);
EditorGUILayout.PropertyField(profileNameProperty);
GUILayout.EndVertical();
GUILayout.Space(GroupSpace);
}
// Face
{
EditorGUILayout.LabelField("Character Face (Optional)", EditorStyles.boldLabel);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PropertyField(faceProperty);
if (GUILayout.Button("Create"))
{
if (character.gameObject.GetComponent<Face>() is Face face)
{
character.face = face;
}
else
{
character.face = Undo.AddComponent(character.gameObject, typeof(Face)) as Face;
}
}
if (GUILayout.Button("Self"))
{
character.face = character.GetComponentInChildren<Face>();
}
EditorGUILayout.EndHorizontal();
GUILayout.Space(10);
}
serializedObject.ApplyModifiedProperties();
// Draw standard fields
base.OnInspectorGUI();
}
}
}
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#if UNITY_EDITOR
using Rokoko.Helper;
using Rokoko.Inputs;
using System.Collections;
using System.Collections.Generic;
using System.Text;
using UnityEditor;
using UnityEngine;
namespace Rokoko.RokokoEditor
{
[CustomEditor(typeof(Face))]
[CanEditMultipleObjects]
public class FaceEditor : TweakableEditor
{
private static int blendshapesCount;
SerializedProperty blendshapeMappingProperty;
SerializedProperty blendshapeCustomMapProperty;
SerializedProperty meshRendererProperty;
protected void OnEnable()
{
blendshapeMappingProperty = serializedObject.FindProperty("blendshapeMapping");
blendshapeCustomMapProperty = serializedObject.FindProperty("blendshapeCustomMap");
meshRendererProperty = serializedObject.FindProperty("meshRenderer");
blendshapesCount = (int)Core.BlendShapes.size;
Face face = (Face)target;
face.meshRenderer = face.GetComponentInChildren<SkinnedMeshRenderer>();
}
// Stops showing the script field
protected override string[] GetInvisibleInDefaultInspector()
{
return new[] { "m_Script" };
}
public override void OnInspectorGUI()
{
Face face = (Face)target;
serializedObject.Update();
Undo.RecordObject(face, "Undo Face Changes");
EditorGUILayout.HelpBox("Blendshape mapping is used to convert a Studio Face to any custom character blendshapes", MessageType.Info);
EditorGUILayout.PropertyField(blendshapeMappingProperty);
if (face.blendshapeMapping == Face.FaceMappingEnum.ARKit)
{
// Do nothing
}
else
{
EditorGUILayout.PropertyField(blendshapeCustomMapProperty);
if (face.GetComponent<BlendShapesMapping>() == null)
{
face.blendshapeCustomMap = Undo.AddComponent(face.gameObject, typeof(BlendShapesMapping)) as BlendShapesMapping;
}
}
GUILayout.Space(10);
EditorGUILayout.BeginHorizontal();
{
EditorGUILayout.PropertyField(meshRendererProperty);
if (GUILayout.Button("Find in Hierarchy"))
{
face.meshRenderer = face.GetComponentInChildren<SkinnedMeshRenderer>();
}
}
EditorGUILayout.EndHorizontal();
if (face.meshRenderer == null)
{
EditorGUILayout.HelpBox("You need to assign a valid SkinnedMeshRenderer", MessageType.Error);
}
else if (face.meshRenderer.sharedMesh.blendShapeCount == 0)
{
EditorGUILayout.HelpBox("Assigned SkinnedMeshRenderer doesn't have any blendshapes", MessageType.Warning);
}
else if (face.meshRenderer.sharedMesh.blendShapeCount > 0)
{
if (face.meshRenderer.sharedMesh.blendShapeCount < blendshapesCount)
{
StringBuilder message = new StringBuilder();
message.AppendLine($"Face supports {blendshapesCount} blendshapes, but found {face.meshRenderer.sharedMesh.blendShapeCount} on SkinnedMeshRenderer\n");
List<string> missingBlendshapes = face.meshRenderer.sharedMesh.GetAllMissingBlendshapes();
message.AppendLine("Missing blendshapes:");
for (int i = 0; i < missingBlendshapes.Count; i++)
{
message.AppendLine(missingBlendshapes[i]);
}
EditorGUILayout.HelpBox(message.ToString(), MessageType.Warning);
}
else
{
EditorGUILayout.HelpBox($"Found {face.meshRenderer.sharedMesh.blendShapeCount} blendshapes on SkinnedMeshRenderer", MessageType.Info);
}
}
serializedObject.ApplyModifiedProperties();
// Draw standard fields
base.OnInspectorGUI();
}
}
}
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#if UNITY_EDITOR
using Rokoko.Inputs;
using UnityEditor;
using UnityEngine;
namespace Rokoko.RokokoEditor
{
[CustomEditor(typeof(HumanBoneMapping))]
[CanEditMultipleObjects]
public class HumanBoneMappingEditor : TweakableEditor
{
private HumanBodyBones[] _HumanBodyBonesArray;
public HumanBodyBones[] HumanBodyBonesArray
{
get
{
if (_HumanBodyBonesArray == null)
{
_HumanBodyBonesArray = new HumanBodyBones[(int)HumanBodyBones.LastBone];
for (int i = 0; i < _HumanBodyBonesArray.Length; i++)
_HumanBodyBonesArray[i] = (HumanBodyBones)i;
}
return _HumanBodyBonesArray;
}
}
SerializedProperty customBodyBones;
protected void OnEnable()
{
customBodyBones = serializedObject.FindProperty("customBodyBones");
}
// Stops showing the script field
protected override string[] GetInvisibleInDefaultInspector()
{
return new[] { "m_Script" };
}
public override void OnInspectorGUI()
{
HumanBoneMapping boneMapping = (HumanBoneMapping)target;
Undo.RecordObject(boneMapping, "Undo ActorCustomBoneMapping Changes");
// Initialize Array
if (boneMapping.customBodyBones.Length != HumanBodyBonesArray.Length)
{
boneMapping.customBodyBones = new Transform[HumanBodyBonesArray.Length];
// SerializedObject rereferce needs to be updated
return;
}
GUILayout.Space(10);
if (GUILayout.Button("Copy from Animator"))
{
Animator animator = boneMapping.GetComponent<Animator>();
if (animator != null)
{
for (int i = 0; i < HumanBodyBonesArray.Length; i++)
{
boneMapping.customBodyBones[i] = animator.GetBoneTransform(HumanBodyBonesArray[i]);
}
}
}
GUILayout.Space(10);
// Draw a field for each HumanBodyBone
for (int i = 0; i < HumanBodyBonesArray.Length; i++)
{
SerializedProperty element = customBodyBones.GetArrayElementAtIndex(i);
EditorGUILayout.PropertyField(element, new GUIContent(HumanBodyBonesArray[i].ToString()));
}
serializedObject.ApplyModifiedProperties();
// Draw standard fields
//base.OnInspectorGUI();
}
}
}
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#if UNITY_EDITOR
using Rokoko.Inputs;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace Rokoko.RokokoEditor
{
[CustomEditor(typeof(PropColor))]
[CanEditMultipleObjects]
public class PropColorEditor : PropEditor
{
SerializedProperty meshRendererProperty;
protected override void OnEnable()
{
base.OnEnable();
meshRendererProperty = serializedObject.FindProperty("meshRenderer");
}
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
PropColor propColor = (PropColor)target;
serializedObject.Update();
GUILayout.Space(10);
EditorGUILayout.LabelField("Update mesh color", EditorStyles.boldLabel);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PropertyField(meshRendererProperty);
if (GUILayout.Button("Self"))
{
propColor.meshRenderer = propColor.GetComponentInChildren<MeshRenderer>();
}
EditorGUILayout.EndHorizontal();
}
}
}
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#if UNITY_EDITOR
using Rokoko.Inputs;
using UnityEditor;
namespace Rokoko.RokokoEditor
{
[CustomEditor(typeof(Prop))]
[CanEditMultipleObjects]
public class PropEditor : TweakableEditor
{
SerializedProperty propNameProperty;
protected virtual void OnEnable()
{
propNameProperty = serializedObject.FindProperty("propName");
}
// Stops showing the script field
protected override string[] GetInvisibleInDefaultInspector()
{
return new[] { "m_Script" };
}
public override void OnInspectorGUI()
{
Prop prop = (Prop)target;
serializedObject.Update();
Undo.RecordObject(prop, "Undo Prop Changes");
EditorGUILayout.HelpBox("Prop name allows you to override any prop target from studio", MessageType.Info);
EditorGUILayout.PropertyField(propNameProperty);
serializedObject.ApplyModifiedProperties();
// Draw standard fields
base.OnInspectorGUI();
}
}
}
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#if UNITY_EDITOR
using UnityEditor;
/// <summary>
/// A simple class to inherit from when only minor tweaks to a component's inspector are required.
/// In such cases, a full custom inspector is normally overkill but, by inheriting from this class, custom tweaks become trivial.
///
/// To hide items from being drawn, simply override GetInvisibleInDefaultInspector, returning a string[] of fields to hide.
/// To draw/add extra GUI code/anything else you want before the default inspector is drawn, override OnBeforeDefaultInspector.
/// Similarly, override OnAfterDefaultInspector to draw GUI elements after the default inspector is drawn.
/// </summary>
namespace Rokoko.RokokoEditor
{
public abstract class TweakableEditor : Editor
{
private static readonly string[] _emptyStringArray = new string[0];
public override void OnInspectorGUI()
{
serializedObject.Update();
OnBeforeDefaultInspector();
DrawPropertiesExcluding(serializedObject, GetInvisibleInDefaultInspector());
OnAfterDefaultInspector();
serializedObject.ApplyModifiedProperties();
}
protected virtual void OnBeforeDefaultInspector()
{ }
protected virtual void OnAfterDefaultInspector()
{ }
protected virtual string[] GetInvisibleInDefaultInspector()
{
return _emptyStringArray;
}
}
}
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{
"name": "RokokoEditor",
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