From b6238e41d4ce9f97f79c077fe5c968546d785abd Mon Sep 17 00:00:00 2001 From: "qsxft258@gmail.com" Date: Wed, 24 Dec 2025 21:47:06 +0900 Subject: [PATCH] =?UTF-8?q?Fix=20:=20=EB=B3=B4=EC=A0=95=20=EA=B3=84?= =?UTF-8?q?=EC=82=B0=EB=B2=95=20=EC=97=85=EB=8D=B0=EC=9D=B4=ED=8A=B8?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- ...ityRecieve_FACEMOTION3D_and_iFacialMocap.cs | 18 +++--------------- 1 file changed, 3 insertions(+), 15 deletions(-) diff --git a/Assets/External/Ifacialmocap/UnityRecieve_FACEMOTION3D_and_iFacialMocap.cs b/Assets/External/Ifacialmocap/UnityRecieve_FACEMOTION3D_and_iFacialMocap.cs index 7cb3d3c8..d35a2b20 100644 --- a/Assets/External/Ifacialmocap/UnityRecieve_FACEMOTION3D_and_iFacialMocap.cs +++ b/Assets/External/Ifacialmocap/UnityRecieve_FACEMOTION3D_and_iFacialMocap.cs @@ -292,29 +292,17 @@ public class UnityRecieve_FACEMOTION3D_and_iFacialMocap : MonoBehaviour } // 세로/가로 방향에 따른 BlendShape 보정 비율 적용 - // 곡선 보정으로 0~100 범위를 유지하면서 민감도 조절 float ApplyScaleCorrection(string normalizedName, float weight) { - float scale = 1.0f; - if (VerticalBlendShapes.Contains(normalizedName)) { - scale = verticalScale; + return Mathf.Min(weight * verticalScale, 100f); } else if (HorizontalBlendShapes.Contains(normalizedName)) { - scale = horizontalScale; + return Mathf.Min(weight * horizontalScale, 100f); } - - if (Mathf.Approximately(scale, 1.0f)) - return weight; - - // 0~100 범위 유지하면서 곡선 보정 - // scale > 1: 작은 입력에서 더 빠르게 반응 (눌린 화면 보정) - // scale < 1: 작은 입력에서 더 느리게 반응 - float normalized = weight / 100f; - float corrected = Mathf.Pow(normalized, 1f / scale); - return corrected * 100f; + return weight; } // BlendShape 이름 정규화 함수