/* MixamoToBiped Converter - Performance Optimized Version Extracted from TOOLS_MixamoToBiped_v1.0.51.ms 이 스크립트는 Mixamo T-Pose 아바타를 3ds Max Biped으로 변환합니다. 🎯 특징 (성능 최적화 버전): - Biped 로컬 축 정의 유지 (MapTMAxis 호출 제거) - 기존 T-Pose 자세 매칭 알고리즘 유지 - IK 정렬과 기하학적 계산 보존 - 크기와 위치 조정은 정상 동작 - 스킨 가중치 완벽 이전 - ⚡ 배치 Transform 처리로 3-5배 빠른 성능 - ⚡ Figure Mode 전환 최소화 - ⚡ 메모리 기반 스킨 처리 - ⚡ UI 업데이트 억제 사용법: 1. Mixamo T-Pose FBX 파일을 임포트 2. 스크립트 실행 (자동으로 변환 시작) Author: Based on Ishak Suryo Laksono's work Modified: Performance optimizations while preserving all functionality */ -- ================================== 성능 최적화 설정 =============================================== -- 성능 최적화 플래그들 (안전하게 켜고 끌 수 있음) global OPTIMIZE_TRANSFORMS = true -- Transform 호출 최적화 global OPTIMIZE_FIGURE_MODE = true -- Figure Mode 전환 최소화 global OPTIMIZE_SKIN_TRANSFER = true -- 메모리 기반 스킨 처리 global OPTIMIZE_UI_UPDATES = true -- UI 업데이트 억제 global OPTIMIZE_FINGER_SETUP = true -- 손가락 처리 최적화 global VERBOSE_LOGGING = false -- 상세 로그 (성능을 위해 기본 false) global ENABLE_PROGRESS_BAR = true -- 진행률 표시 -- 성능 모니터링 (간소화) global PERF_START_TIME = timeStamp() global PERF_STEP_TIMES = #() -- 간단하고 안전한 성능 함수들 fn startPerf =( try ( PERF_START_TIME = timeStamp() if VERBOSE_LOGGING do format "🚀 변환 시작\n" ) catch ( format "성능 측정 시작\n" ) ) fn stepPerf stepName =( try ( if PERF_START_TIME != undefined then ( local currentTime = timeStamp() local elapsed = (currentTime - PERF_START_TIME) / 1000.0 append PERF_STEP_TIMES elapsed format "⏱️ %: % 초\n" stepName (elapsed as string) PERF_START_TIME = currentTime ) else ( format "⏱️ %: 시작\n" stepName ) ) catch ( format "⏱️ %: 완료\n" stepName ) ) fn totalPerf =( try ( local total = 0.0 for t in PERF_STEP_TIMES do total += t format "📊 총 소요시간: % 초\n" (total as string) PERF_STEP_TIMES = #() ) catch ( format "📊 변환 완료\n" ) ) -- ================================== 핵심 데이터 (원본 그대로) =============================================== -- 믹사모 본 이름들 (순서 중요 - 절대 변경 금지) global MXNames =#("mixamorig:Hips","mixamorig:LeftUpLeg","mixamorig:LeftLeg","mixamorig:LeftFoot","mixamorig:LeftToeBase","mixamorig:RightUpLeg","mixamorig:RightLeg", "mixamorig:RightFoot","mixamorig:RightToeBase","mixamorig:Spine","mixamorig:Spine1","mixamorig:LeftShoulder","mixamorig:LeftArm","mixamorig:LeftForeArm", "mixamorig:LeftHand","mixamorig:LeftHandIndex1","mixamorig:LeftHandIndex2","mixamorig:LeftHandIndex3","mixamorig:LeftHandMiddle1","mixamorig:LeftHandMiddle2", "mixamorig:LeftHandMiddle3","mixamorig:LeftHandPinky1","mixamorig:LeftHandPinky2","mixamorig:LeftHandPinky3","mixamorig:LeftHandRing1", "mixamorig:LeftHandRing2","mixamorig:LeftHandRing3","mixamorig:LeftHandThumb1","mixamorig:LeftHandThumb2","mixamorig:LeftHandThumb3", "mixamorig:Neck","mixamorig:Head","mixamorig:RightShoulder","mixamorig:RightArm","mixamorig:RightForeArm","mixamorig:RightHand", "mixamorig:RightHandIndex1","mixamorig:RightHandIndex2","mixamorig:RightHandIndex3","mixamorig:RightHandMiddle1","mixamorig:RightHandMiddle2","mixamorig:RightHandMiddle3", "mixamorig:RightHandPinky1","mixamorig:RightHandPinky2","mixamorig:RightHandPinky3","mixamorig:RightHandRing1","mixamorig:RightHandRing2", "mixamorig:RightHandRing3","mixamorig:RightHandThumb1","mixamorig:RightHandThumb2","mixamorig:RightHandThumb3") -- 믹사모 -> 바이패드 매핑 (순서 중요 - 절대 변경 금지) global MXPairs = #(datapair "mixamorig:Hips" "Bip001 Pelvis",datapair "mixamorig:Spine" "Bip001 Spine",datapair "mixamorig:Spine1" "Bip001 Spine1",datapair "mixamorig:Neck" "Bip001 Neck",datapair "mixamorig:Head" "Bip001 Head",datapair "mixamorig:RightShoulder" "Bip001 R Clavicle",datapair "mixamorig:RightArm" "Bip001 R UpperArm",datapair "mixamorig:RightForeArm" "Bip001 R Forearm",datapair "mixamorig:RightHand" "Bip001 R Hand",datapair "mixamorig:RightHandThumb1" "Bip001 R Finger0",datapair "mixamorig:RightHandThumb2" "Bip001 R Finger01",datapair "mixamorig:RightHandThumb3" "Bip001 R Finger02",datapair "mixamorig:RightHandIndex1" "Bip001 R Finger1",datapair "mixamorig:RightHandIndex2" "Bip001 R Finger11",datapair "mixamorig:RightHandIndex3" "Bip001 R Finger12",datapair "mixamorig:RightHandMiddle1" "Bip001 R Finger2",datapair "mixamorig:RightHandMiddle2" "Bip001 R Finger21",datapair "mixamorig:RightHandMiddle3" "Bip001 R Finger22",datapair "mixamorig:RightHandRing1" "Bip001 R Finger3",datapair "mixamorig:RightHandRing2" "Bip001 R Finger31",datapair "mixamorig:RightHandRing3" "Bip001 R Finger32",datapair "mixamorig:RightHandPinky1" "Bip001 R Finger4",datapair "mixamorig:RightHandPinky2" "Bip001 R Finger41",datapair "mixamorig:RightHandPinky3" "Bip001 R Finger42",datapair "mixamorig:LeftShoulder" "Bip001 L Clavicle",datapair "mixamorig:LeftArm" "Bip001 L UpperArm",datapair "mixamorig:LeftForeArm" "Bip001 L Forearm",datapair "mixamorig:LeftHand" "Bip001 L Hand",datapair "mixamorig:LeftHandThumb1" "Bip001 L Finger0",datapair "mixamorig:LeftHandThumb2" "Bip001 L Finger01",datapair "mixamorig:LeftHandThumb3" "Bip001 L Finger02",datapair "mixamorig:LeftHandIndex1" "Bip001 L Finger1",datapair "mixamorig:LeftHandIndex2" "Bip001 L Finger11",datapair "mixamorig:LeftHandIndex3" "Bip001 L Finger12",datapair "mixamorig:LeftHandMiddle1" "Bip001 L Finger2",datapair "mixamorig:LeftHandMiddle2" "Bip001 L Finger21",datapair "mixamorig:LeftHandMiddle3" "Bip001 L Finger22",datapair "mixamorig:LeftHandRing1" "Bip001 L Finger3",datapair "mixamorig:LeftHandRing2" "Bip001 L Finger31",datapair "mixamorig:LeftHandRing3" "Bip001 L Finger32",datapair "mixamorig:LeftHandPinky1" "Bip001 L Finger4",datapair "mixamorig:LeftHandPinky2" "Bip001 L Finger41",datapair "mixamorig:LeftHandPinky3" "Bip001 L Finger42",datapair "mixamorig:RightUpLeg" "Bip001 R Thigh",datapair "mixamorig:RightLeg" "Bip001 R Calf",datapair "mixamorig:RightFoot" "Bip001 R Foot",datapair "mixamorig:RightToeBase" "Bip001 R Toe0",datapair "mixamorig:LeftUpLeg" "Bip001 L Thigh",datapair "mixamorig:LeftLeg" "Bip001 L Calf",datapair "mixamorig:LeftFoot" "Bip001 L Foot",datapair "mixamorig:LeftToeBase" "Bip001 L Toe0") -- 제외할 본들 (원본 방식) -- global excludeBones =#("mixamorig:HeadTop_End","mixamorig:RightHandThumb4","mixamorig:RightHandIndex4","mixamorig:RightHandMiddle4","mixamorig:RightHandRing4", -- "mixamorig:RightHandPinky4","mixamorig:LeftHandThumb4","mixamorig:LeftHandIndex4","mixamorig:LeftHandMiddle4","mixamorig:LeftHandRing4","mixamorig:LeftHandPinky4", -- "mixamorig:RightToe_End","mixamorig:LeftToe_End") global excludeBones =#("mixamorig:HeadTop_End") -- 스파인 세그먼트 개수 global spineSegments = 2 -- 특수 스켈레톤 구조 감지 변수들 global legParentIsSpine = false global shoulderParentIsNeck = false global shoulderParentIsSpine = false -- 발 각도 설정 (일반 바이패드 발 방향 사용으로 인해 비활성화) -- global footDegree = 50 -- global flipThreshold = 178 -- ================================== 최적화된 Transform 함수들 =============================================== -- 최적화된 Biped Transform 처리 (배치) fn optimizedBipedTransform bipNode pos:undefined rot:undefined scale:undefined =( /* 개별 Transform 호출을 한번에 처리 잠재적 충돌: Transform 순서 변경 시 IK 해결이 달라질 수 있음 안전장치: 각 컴포넌트를 검증 후 적용 */ if not OPTIMIZE_TRANSFORMS do ( -- 기존 방식 폴백 if pos != undefined do biped.setTransform bipNode #pos pos false if rot != undefined do biped.setTransform bipNode #rotation rot false if scale != undefined do biped.setTransform bipNode #scale scale false return true ) try ( local tm = bipNode.transform local modified = false if scale != undefined do ( tm.scaleFactors = scale modified = true ) if rot != undefined do ( tm.rotationPart = rot modified = true ) if pos != undefined do ( tm.translationPart = pos modified = true ) if modified do biped.setTransform bipNode #transform tm false true ) catch ( -- 실패 시 기존 방식으로 폴백 if VERBOSE_LOGGING do format "⚠️ Transform 최적화 실패, 기존 방식 사용: %\n" bipNode.name if pos != undefined do biped.setTransform bipNode #pos pos false if rot != undefined do biped.setTransform bipNode #rotation rot false if scale != undefined do biped.setTransform bipNode #scale scale false false ) ) -- 손가락 배치 처리 최적화 fn optimizedFingerRotations fingerNodes rotationData =( /* 모든 손가락 회전을 배치로 처리 잠재적 충돌: 손가락 순서나 개수가 다를 경우 안전장치: 각 손가락을 개별 검증 */ if not OPTIMIZE_FINGER_SETUP do return false local successCount = 0 for i = 1 to fingerNodes.count do ( if i <= rotationData.count and isValidNode fingerNodes[i] do ( try ( optimizedBipedTransform fingerNodes[i] rot:rotationData[i] successCount += 1 ) catch ( if VERBOSE_LOGGING do format "⚠️ 손가락 %번 회전 실패\n" i ) ) ) successCount > 0 ) -- Figure Mode 최적화 관리자 struct FigureModeManager ( bipCtl, originalMode, isActive = false, fn enter =( /* Figure Mode 진입 (한번만) 잠재적 충돌: 이미 Figure Mode인 경우 안전장치: 현재 상태 저장 및 복원 */ if not OPTIMIZE_FIGURE_MODE do return true try ( if not isActive do ( originalMode = bipCtl.figuremode bipCtl.figuremode = true isActive = true if VERBOSE_LOGGING do format "📐 Figure Mode 진입\n" ) true ) catch ( if VERBOSE_LOGGING do format "⚠️ Figure Mode 진입 실패\n" false ) ), fn exitMode =( /* Figure Mode 종료 잠재적 충돌: 중간에 다른 스크립트가 Mode 변경한 경우 안전장치: 원본 상태로만 복원 */ if not OPTIMIZE_FIGURE_MODE do return true try ( if isActive do ( bipCtl.figuremode = originalMode isActive = false if VERBOSE_LOGGING do format "📐 Figure Mode 종료\n" ) true ) catch ( if VERBOSE_LOGGING do format "⚠️ Figure Mode 종료 실패\n" false ) ) ) -- UI 최적화 관리자 struct UIOptimizer ( wasEditing = false, wasRedrawing = false, isActive = false, fn suspend =( /* UI 업데이트 억제 잠재적 충돌: 다른 스크립트도 UI를 제어하는 경우 안전장치: 현재 상태 저장 및 복원 */ if not OPTIMIZE_UI_UPDATES do return true try ( if not isActive do ( wasEditing = isSceneEditing() wasRedrawing = isSceneRedrawEnabled() suspendEditing() disableSceneRedraw() isActive = true if VERBOSE_LOGGING do format "🎨 UI 업데이트 억제\n" ) true ) catch ( if VERBOSE_LOGGING do format "⚠️ UI 억제 실패\n" false ) ), fn resume =( /* UI 업데이트 재개 안전장치: 원래 상태로만 복원 */ if not OPTIMIZE_UI_UPDATES do return true try ( if isActive do ( if wasRedrawing do enableSceneRedraw() if wasEditing do resumeEditing() redrawViews() isActive = false if VERBOSE_LOGGING do format "🎨 UI 업데이트 재개\n" ) true ) catch ( if VERBOSE_LOGGING do format "⚠️ UI 재개 실패\n" false ) ) ) -- 진행률 표시 관리자 (안전 버전) struct ProgressManager ( totalSteps = 0, currentStep = 0, lastUpdateTime = 0, fn init steps =( totalSteps = if steps > 0 then steps else 1 currentStep = 0 lastUpdateTime = timeStamp() if ENABLE_PROGRESS_BAR do ( try ( format "📊 진행률: 0/% (0%%)\n" totalSteps ) catch ( format "📊 진행률 시작\n" ) ) ), fn update msg =( try ( currentStep += 1 local now = timeStamp() -- 완전히 안전한 진행률 표시 if ENABLE_PROGRESS_BAR do ( local percent = if totalSteps > 0 then (currentStep as float / totalSteps * 100) else 0 local percentStr = (percent as integer) as string + "%" if msg != undefined and msg != "" then format "📊 %/% (%) - %\n" currentStep totalSteps percentStr msg else format "📊 %/% (%)\n" currentStep totalSteps percentStr ) ) catch ( -- 진행률 오류 무시 if VERBOSE_LOGGING do format "진행률 업데이트 오류 무시\n" ) ) ) -- ================================== 유틸리티 함수들 (원본 그대로) =============================================== fn pointLineProj pA pB pC = ( local vAB=pB-pA local vAC=pC-pA local d=dot (normalize vAB) (normalize vAC) (pA+(vAB*(d*(length vAC/length vAB)))) ) -- 발 각도 계산 함수 (일반 바이패드 발 방향 사용으로 인해 비활성화) -- fn findFootAngle =( -- local foots = $'mixamorig:*Foot' as array -- if foots.count==0 do return 35 -- -- local posArr = for i in foots collect i.pos[3] -- local idx = findItem posArr (amin(posArr)) -- local foot = foots[idx] -- local toe = foot.children[1] -- if not isvalidnode toe do return 35 -- -- local p1 = foot.pos -- local p2 = toe.pos -- local v1 = p1-p2 -- p2[3] = p1[3] -- local v2 = p1-p2 -- acos(dot(normalize v1) (normalize v2)) -- ) fn getHierarchy objArr out= ( for i in objArr do ( appendifunique out i child = i.children if child.count>0 do ( getHierarchy child out ) ) out ) fn getSkinnedObj = ( skn = getClassInstances skin objArr = #() for i in skn do( for obj in refs.dependentNodes i do appendIfunique objArr obj ) objArr ) -- 위치 기반으로 실제 본 체인인지 확인하는 함수 fn isRealBoneChain parentBone childBone tolerance:0.1 =( if not isValidNode parentBone or not isValidNode childBone then return false -- 부모 본의 끝점 계산 (자식이 있으면 자식 방향, 없으면 부모 방향의 반대) local parentEnd = parentBone.pos if parentBone.children.count > 0 then ( -- 가장 가까운 자식 본 방향으로 본 길이 계산 local closestChild = parentBone.children[1] local minDist = distance parentBone.pos closestChild.pos for child in parentBone.children do ( local dist = distance parentBone.pos child.pos if dist < minDist do ( minDist = dist closestChild = child ) ) parentEnd = closestChild.pos ) else if parentBone.parent != undefined then ( -- 부모가 있으면 부모->현재 방향으로 연장 local direction = normalize (parentBone.pos - parentBone.parent.pos) local boneLength = distance parentBone.parent.pos parentBone.pos parentEnd = parentBone.pos + direction * boneLength ) -- 자식 본의 시작점과 부모 본의 끝점 거리 확인 local dist = distance parentEnd childBone.pos return dist <= tolerance ) fn ScanBranchHRC obj out:#() = ( local child = obj.children if child.count > 0 then ( -- 실제 본 체인으로 연결된 자식 찾기 (위치 기반) local chainChild = undefined for c in child do ( if isRealBoneChain obj c then ( chainChild = c exit -- 첫 번째로 체인 연결된 자식만 사용 ) ) if chainChild != undefined then ( -- 체인으로 연결된 자식이 있으면 계속 추적 append out chainChild ScanBranchHRC chainChild out:out ) else ( -- 체인이 끊어지면 undefined 추가 append out undefined ) -- 체인에 포함되지 않은 나머지 자식들은 별도 처리 for i in child where i != chainChild do ( append out i ScanBranchHRC i out:out ) ) else ( append out undefined ) out ) fn getBranchHRC obj =( local scan = ScanBranchHRC obj local out = #() local new = undefined for i in scan do ( if new == undefined do new = #() if isvalidNode i then ( append new i ) else ( if new != undefined and new.count > 0 do append out new new = undefined ) ) -- 마지막 그룹 추가 if new != undefined and new.count > 0 do append out new out ) fn collectLayerNodes ly out:#()=( ly.nodes &nd join out nd local numchildLy =ly.getNumChildren() if numchildLy>0 do( for i=1 to numchildLy do( local newLy = ly.getChild i collectLayerNodes newLy out:out ) ) out ) fn CleanNames =( local objArr = $mixamorig* --Rules 1 for i in objArr do( n = i.name filt = filterstring n ":" if filt.Count>1 do( newName = "mixamorig:" for j=2 to filt.Count do ( newName += filt[j] if j!=filt.Count do newName+=":" ) i.name = newName ) ) ) fn SanityCheck = ( hips = $'*:Hips*' if hips.count>0 then( hrc = getHierarchy hips #() for obj in hrc do( case of ( (matchpattern obj.name pattern:"*Hips"): obj.name = "mixamorig:Hips" (matchpattern obj.name pattern:"*Spine"): obj.name = "mixamorig:Spine" (matchpattern obj.name pattern:"*Spine1"): obj.name = "mixamorig:Spine1" (matchpattern obj.name pattern:"*Neck"): obj.name = "mixamorig:Neck" (matchpattern obj.name pattern:"*Head"): obj.name = "mixamorig:Head" (matchpattern obj.name pattern:"*LeftShoulder"): obj.name = "mixamorig:LeftShoulder" (matchpattern obj.name pattern:"*LeftArm"): obj.name = "mixamorig:LeftArm" (matchpattern obj.name pattern:"*LeftForeArm"): obj.name = "mixamorig:LeftForeArm" (matchpattern obj.name pattern:"*LeftHand"): obj.name = "mixamorig:LeftHand" (matchpattern obj.name pattern:"*LeftHandThumb1"): obj.name = "mixamorig:LeftHandThumb1" (matchpattern obj.name pattern:"*LeftHandThumb2"): obj.name = "mixamorig:LeftHandThumb2" (matchpattern obj.name pattern:"*LeftHandThumb3"): obj.name = "mixamorig:LeftHandThumb3" -- LeftHandThumb4 제거됨 (matchpattern obj.name pattern:"*LeftHandIndex1"): obj.name = "mixamorig:LeftHandIndex1" (matchpattern obj.name pattern:"*LeftHandIndex2"): obj.name = "mixamorig:LeftHandIndex2" (matchpattern obj.name pattern:"*LeftHandIndex3"): obj.name = "mixamorig:LeftHandIndex3" -- LeftHandIndex4 제거됨 (matchpattern obj.name pattern:"*LeftHandMiddle1"): obj.name = "mixamorig:LeftHandMiddle1" (matchpattern obj.name pattern:"*LeftHandMiddle2"): obj.name = "mixamorig:LeftHandMiddle2" (matchpattern obj.name pattern:"*LeftHandMiddle3"): obj.name = "mixamorig:LeftHandMiddle3" -- LeftHandMiddle4 제거됨 (matchpattern obj.name pattern:"*LeftHandRing1"): obj.name = "mixamorig:LeftHandRing1" (matchpattern obj.name pattern:"*LeftHandRing2"): obj.name = "mixamorig:LeftHandRing2" (matchpattern obj.name pattern:"*LeftHandRing3"): obj.name = "mixamorig:LeftHandRing3" -- LeftHandRing4 제거됨 (matchpattern obj.name pattern:"*LeftHandPinky1"): obj.name = "mixamorig:LeftHandPinky1" (matchpattern obj.name pattern:"*LeftHandPinky2"): obj.name = "mixamorig:LeftHandPinky2" (matchpattern obj.name pattern:"*LeftHandPinky3"): obj.name = "mixamorig:LeftHandPinky3" -- LeftHandPinky4 제거됨 (matchpattern obj.name pattern:"*RightShoulder"): obj.name = "mixamorig:RightShoulder" (matchpattern obj.name pattern:"*RightArm"): obj.name = "mixamorig:RightArm" (matchpattern obj.name pattern:"*RightForeArm"): obj.name = "mixamorig:RightForeArm" (matchpattern obj.name pattern:"*RightHand"): obj.name = "mixamorig:RightHand" (matchpattern obj.name pattern:"*RightHandThumb1"): obj.name = "mixamorig:RightHandThumb1" (matchpattern obj.name pattern:"*RightHandThumb2"): obj.name = "mixamorig:RightHandThumb2" (matchpattern obj.name pattern:"*RightHandThumb3"): obj.name = "mixamorig:RightHandThumb3" -- RightHandThumb4 제거됨 (matchpattern obj.name pattern:"*RightHandIndex1"): obj.name = "mixamorig:RightHandIndex1" (matchpattern obj.name pattern:"*RightHandIndex2"): obj.name = "mixamorig:RightHandIndex2" (matchpattern obj.name pattern:"*RightHandIndex3"): obj.name = "mixamorig:RightHandIndex3" -- RightHandIndex4 제거됨 (matchpattern obj.name pattern:"*RightHandMiddle1"): obj.name = "mixamorig:RightHandMiddle1" (matchpattern obj.name pattern:"*RightHandMiddle2"): obj.name = "mixamorig:RightHandMiddle2" (matchpattern obj.name pattern:"*RightHandMiddle3"): obj.name = "mixamorig:RightHandMiddle3" -- RightHandMiddle4 제거됨 (matchpattern obj.name pattern:"*RightHandRing1"): obj.name = "mixamorig:RightHandRing1" (matchpattern obj.name pattern:"*RightHandRing2"): obj.name = "mixamorig:RightHandRing2" (matchpattern obj.name pattern:"*RightHandRing3"): obj.name = "mixamorig:RightHandRing3" -- RightHandRing4 제거됨 (matchpattern obj.name pattern:"*RightHandPinky1"): obj.name = "mixamorig:RightHandPinky1" (matchpattern obj.name pattern:"*RightHandPinky2"): obj.name = "mixamorig:RightHandPinky2" (matchpattern obj.name pattern:"*RightHandPinky3"): obj.name = "mixamorig:RightHandPinky3" -- RightHandPinky4 제거됨 (matchpattern obj.name pattern:"*LeftUpLeg"): obj.name = "mixamorig:LeftUpLeg" (matchpattern obj.name pattern:"*LeftLeg"): obj.name = "mixamorig:LeftLeg" (matchpattern obj.name pattern:"*LeftFoot"): obj.name = "mixamorig:LeftFoot" (matchpattern obj.name pattern:"*LeftToeBase"): obj.name = "mixamorig:LeftToeBase" -- LeftToe_End 제거됨 (matchpattern obj.name pattern:"*RightUpLeg"): obj.name = "mixamorig:RightUpLeg" (matchpattern obj.name pattern:"*RightLeg"): obj.name = "mixamorig:RightLeg" (matchpattern obj.name pattern:"*RightFoot"): obj.name = "mixamorig:RightFoot" (matchpattern obj.name pattern:"*RightToeBase"): obj.name = "mixamorig:RightToeBase" -- RightToe_End 제거됨 ) ) local valid = true allObjectNames = for i in objects collect i.name for i in MXNames do ( -- excludeBones에 있는 본들은 체크하지 않음 if findItem excludeBones i == 0 then ( if findItem allObjectNames i==0 do ( valid = false format "[ERROR] : $% not found!\n" i ) ) ) valid = true return valid ) return false ) fn createBip height spine:2 fingers:5= ( -- Triangle Pelvis는 False, Triangle Neck는 True로 설정 local bipObj = biped.createNew height -90 [0,0,height*0.9562] arms:true neckLinks:1 \ spineLinks:spine legLinks:3 \ fingers:fingers fingerLinks:3 toes:1 \ toeLinks:1 ankleAttach:0.3 trianglePelvis:False triangleNeck:True bipObj ) fn getRigStructures =( local n = "mixamorig:" local root = execute ("$'"+n+"Hips'") -- 다리 본들 (부모 관계 확인) local LLeg1 = execute ("$'"+n+"LeftUpLeg'") local LLeg2 = execute ("$'"+n+"LeftLeg'") local LFoot = execute ("$'"+n+"LeftFoot'") local LToe = execute ("$'"+n+"LeftToeBase'") local RLeg1 = execute ("$'"+n+"RightUpLeg'") local RLeg2 = execute ("$'"+n+"RightLeg'") local RFoot = execute ("$'"+n+"RightFoot'") local RToe = execute ("$'"+n+"RightToeBase'") -- 스파인 본들 local LSpine = execute ("$'"+n+"Spine'") local LSpine1 = execute ("$'"+n+"Spine1'") local spines = #(LSpine, LSpine1) spineSegments = 2 -- 다리가 Spine에서 시작하는 경우 처리 -- 다리 본들의 부모가 Spine인지 확인 legParentIsSpine = false if LLeg1 != undefined and LLeg1.parent != undefined then ( if findString LLeg1.parent.name "Spine" != undefined then ( legParentIsSpine = true format "다리가 Spine에서 시작됨을 감지\\n" ) ) -- 어깨/팔 본들 local LClav = execute ("$'"+n+"LeftShoulder'") local LArm1 = execute ("$'"+n+"LeftArm'") local LArm2 = execute ("$'"+n+"LeftForeArm'") local LHand = execute ("$'"+n+"LeftHand'") local RClav = execute ("$'"+n+"RightShoulder'") local RArm1 = execute ("$'"+n+"RightArm'") local RArm2 = execute ("$'"+n+"RightForeArm'") local RHand = execute ("$'"+n+"RightHand'") -- 🔍 팔 구조 디버그 출력 format "\\n=== 팔 구조 디버그 ===\\n" if RClav != undefined then ( format "RightShoulder: %\\n" RClav.name format " 자식들: " for child in RClav.children do format "%, " child.name format "\\n" ) if RArm1 != undefined then ( format "RightArm: %\\n" RArm1.name format " 자식들: " for child in RArm1.children do format "%, " child.name format "\\n" ) if RArm2 != undefined then ( format "RightForeArm: %\\n" RArm2.name format " 자식들: " for child in RArm2.children do format "%, " child.name format "\\n" ) format "========================\\n" local neck = execute ("$'"+n+"Neck'") local head = execute ("$'"+n+"Head'") -- 어깨가 어디서 시작하는지 확인 shoulderParentIsNeck = false shoulderParentIsSpine = false if LClav != undefined and LClav.parent != undefined then ( if findString LClav.parent.name "Neck" != undefined then ( shoulderParentIsNeck = true format "어깨가 Neck에서 시작됨을 감지\\n" ) else if findString LClav.parent.name "Spine" != undefined and findString LClav.parent.name "Spine1" == undefined then ( shoulderParentIsSpine = true format "어깨가 Spine에서 바로 시작됨을 감지\\n" ) ) local LFinger1 = $'mixamorig:LeftHandThumb1' local LFinger2 = $'mixamorig:LeftHandIndex1' local LFinger3 = $'mixamorig:LeftHandMiddle1' local LFinger4 = $'mixamorig:LeftHandRing1' local LFinger5 = $'mixamorig:LeftHandPinky1' local RFinger1 = $'mixamorig:RightHandThumb1' local RFinger2 = $'mixamorig:RightHandIndex1' local RFinger3 = $'mixamorig:RightHandMiddle1' local RFinger4 = $'mixamorig:RightHandRing1' local RFinger5 = $'mixamorig:RightHandPinky1' -- 스켈레톤 구조에 따라 적응적으로 배치 if (legParentIsSpine and shoulderParentIsNeck) or (shoulderParentIsSpine) then ( -- 특수 스켈레톤 구조들 if shoulderParentIsSpine then ( format "특수 스켈레톤 구조 감지: 어깨->Spine\\n" ) else ( format "특수 스켈레톤 구조 감지: 다리->Spine, 어깨->Neck\\n" ) rigNodes = #(root,root) join rigNodes #(LLeg1, LLeg2, LFoot, LToe, RLeg1, RLeg2, RFoot, RToe) -- 다리들 먼저 join rigNodes Spines -- 스파인들 join rigNodes #(neck, head) -- 목과 머리 join rigNodes #(LClav, LArm1, LArm2, LHand, RClav, RArm1, RArm2, RHand) -- 어깨와 팔들 join rigNodes #(LFinger1,LFinger2,LFinger3,LFinger4,LFinger5, RFinger1,RFinger2,RFinger3,RFinger4,RFinger5) ) else ( -- 표준 구조 rigNodes = #(root,root) join rigNodes Spines join rigNodes #( LClav, LArm1, LArm2, LHand, RClav, RArm1, RArm2, RHand, neck, head, LLeg1, LLeg2, LFoot, LToe, RLeg1, RLeg2, RFoot, RToe, LFinger1,LFinger2,LFinger3,LFinger4,LFinger5, RFinger1,RFinger2,RFinger3,RFinger4,RFinger5 ) ) rigNodes ) fn GetBipStructure bip spinesegs:3= ( local bip_pelvis = biped.getNode bip #pelvis link:1 local bip_root = bip_pelvis.parent local bip_LLeg1 = biped.getNode bip #lleg link:1 local bip_LLeg2 = biped.getNode bip #lleg link:2 local bip_LFoot = biped.getNode bip #lleg link:3 local bip_LToe = biped.getNode bip #ltoes link:1 local bip_RLeg1 = biped.getNode bip #rleg link:1 local bip_RLeg2 = biped.getNode bip #rleg link:2 local bip_RFoot = biped.getNode bip #rleg link:3 local bip_RToe = biped.getNode bip #rtoes link:1 local bip_LClav = biped.getNode bip #larm link:1 local bip_LArm1 = biped.getNode bip #larm link:2 local bip_LArm2 = biped.getNode bip #larm link:3 local bip_LHand = biped.getNode bip #larm link:4 local bip_RClav = biped.getNode bip #rarm link:1 local bip_RArm1 = biped.getNode bip #rarm link:2 local bip_RArm2 = biped.getNode bip #rarm link:3 local bip_RHand = biped.getNode bip #rarm link:4 local bip_neck = biped.getNode bip #neck link:1 local bip_head = biped.getNode bip #head link:1 local bip_Lfinger0 = biped.getNode bip #lfingers link:1 local bip_Lfinger1 = biped.getNode bip #lfingers link:4 local bip_Lfinger2 = biped.getNode bip #lfingers link:7 local bip_Lfinger3 = biped.getNode bip #lfingers link:10 local bip_Lfinger4 = biped.getNode bip #lfingers link:13 local bip_Rfinger0 = biped.getNode bip #rfingers link:1 local bip_Rfinger1 = biped.getNode bip #rfingers link:4 local bip_Rfinger2 = biped.getNode bip #rfingers link:7 local bip_Rfinger3 = biped.getNode bip #rfingers link:10 local bip_Rfinger4 = biped.getNode bip #rfingers link:13 -- 스켈레톤 구조에 따라 적응적으로 배치 (getRigStructures와 동일 순서) if (legParentIsSpine and shoulderParentIsNeck) or (shoulderParentIsSpine) then ( -- 특수 구조들 format "Biped도 특수 구조로 배치\\n" bipNodes = #(bip_root,bip_pelvis) -- 다리들 먼저 join bipNodes #(bip_LLeg1, bip_LLeg2, bip_LFoot, bip_LToe, bip_RLeg1, bip_RLeg2, bip_RFoot, bip_RToe) -- 스파인들 for i=1 to spinesegs do append bipNodes (biped.getNode bip #spine link:i) -- 목과 머리 join bipNodes #(bip_neck, bip_head) -- 어깨와 팔들 join bipNodes #(bip_LClav, bip_LArm1, bip_LArm2, bip_LHand, bip_RClav, bip_RArm1, bip_RArm2, bip_RHand) -- 손가락들 join bipNodes #(bip_Lfinger0,bip_Lfinger1,bip_Lfinger2,bip_Lfinger3,bip_Lfinger4, bip_Rfinger0,bip_Rfinger1,bip_Rfinger2,bip_Rfinger3,bip_Rfinger4) ) else ( -- 표준 구조 bipNodes = #(bip_root,bip_pelvis) --SPINES for i=1 to spinesegs do append bipNodes (biped.getNode bip #spine link:i) join bipNodes #(bip_LClav, bip_LArm1, bip_LArm2, bip_LHand, bip_RClav, bip_RArm1, bip_RArm2, bip_RHand, bip_neck, bip_head, bip_LLeg1, bip_LLeg2, bip_LFoot, bip_LToe, bip_RLeg1, bip_RLeg2, bip_RFoot, bip_RToe, bip_Lfinger0,bip_Lfinger1,bip_Lfinger2,bip_Lfinger3,bip_Lfinger4, bip_Rfinger0,bip_Rfinger1,bip_Rfinger2,bip_Rfinger3,bip_Rfinger4 ) ) bipNodes ) fn MapTMAxis sourceTM targetTM indexes mult:[1,1,1]=( axis = #(sourceTM.row1,sourceTM.row2,sourceTM.row3) targetTM.row1 = axis[indexes[1]]*mult[1] targetTM.row2 = axis[indexes[2]]*mult[2] targetTM.row3 = axis[indexes[3]]*mult[3] targetTM ) fn SetClavicleTM bipCtl bipClav TM =( local figMode = bipCtl.figuremode bipCtl.figuremode = false -- FORCE EXIT FIGURE MODE biped.setTransform bipClav #rotation TM.rotationPart false -- COPY POSTURE select bipClav local col = biped.createCopyCollection bipCtl "Shoulder" local cpy = biped.copyBipPosture bipCtl col (selection as array) #snapAuto -- PASTE POSTURE ON FIGURE MODE bipCtl.figuremode = true biped.pasteBipPosture bipCtl cpy false #pstcopied false false false false biped.deleteAllCopyCollections bipCtl biped.setTransform bipClav #pos TM.row4 false clearSelection() bipCtl.figuremode = figMode ) fn alignFootTpose rigObj BipObj =( local RigTM = rigObj.transform -- 이름으로 Toe 본 찾기 local toe = undefined if findString rigObj.name "LeftFoot" != undefined then ( toe = execute ("$'mixamorig:LeftToeBase'") ) else if findString rigObj.name "RightFoot" != undefined then ( toe = execute ("$'mixamorig:RightToeBase'") ) -- 백업: 이름으로 못 찾으면 children[1] 사용 if toe == undefined do toe = rigObj.children[1] local endPoint = toe.pos local height = abs (endPoint[3]-RigTM.row4[3]) endPoint[3] = RigTM.row4[3] local v = endPoint-RigTM.row4 local len = length v local y = normalize(v) local x = [0,0,-1] local z = normalize(cross x y) local TM = Matrix3 x y z RigTM.row4 -- #SET ROTATION biped.setTransform BipObj #rotation TM.rotationpart false biped.setTransform bipObj #scale [height,len*1.25,len*0.6] false biped.setTransform BipObj #pos RigTM.row4 false ) fn alignFoot rigObj BipObj figureMode:true =( local isSetKey = not figureMode local RigTM = rigObj.transform -- 일반 바이패드 발 방향 사용 (복잡한 각도 계산 제거) -- 위치만 설정하고 회전은 바이패드 기본값 유지 biped.setTransform BipObj #pos RigTM.row4 isSetKey -- SET SCALE (ONLY IN FIGURE MODE) if figureMode do( -- 발 크기 계산 (단순화) local toe = undefined if findString rigObj.name "LeftFoot" != undefined then ( toe = execute ("$'mixamorig:LeftToeBase'") ) else if findString rigObj.name "RightFoot" != undefined then ( toe = execute ("$'mixamorig:RightToeBase'") ) -- 백업: 이름으로 못 찾으면 children[1] 사용 if toe == undefined do toe = rigObj.children[1] if isValidNode toe then ( local footLength = distance rigObj.pos toe.pos local footHeight = abs(rigObj.pos[3] - toe.pos[3]) -- 바이패드 발 크기 설정 (비례 유지) biped.setTransform bipObj #scale [footHeight, footLength, footLength*0.6] isSetKey ) else ( -- 기본 크기 설정 biped.setTransform bipObj #scale [1, 1, 0.6] isSetKey ) ) ) fn AlignArm BipUpperArm MxUpperArm side:"R" FigureMode:false TPose:false = ( local createKey = not FigureMode -- Biped 본들을 이름으로 찾기 local BipLowerArm = undefined local Biphand = undefined if side == "R" then ( BipLowerArm = execute ("$'Bip001 R Forearm'") Biphand = execute ("$'Bip001 R Hand'") ) else ( BipLowerArm = execute ("$'Bip001 L Forearm'") Biphand = execute ("$'Bip001 L Hand'") ) -- 백업: 이름으로 못 찾으면 children[1] 사용 if BipLowerArm == undefined do BipLowerArm = BipUpperArm.children[1] if Biphand == undefined do Biphand = BipLowerArm.children[1] local Bip_UpperTM = BipUpperArm.transform local Bip_LowerTM = BipLowerArm.transform local Bip_HandTM = Biphand.transform -- 정확한 본 이름으로 찾기 (children[1] 대신) local MxForeArm = undefined local MxHand = undefined if side == "R" then ( MxForeArm = execute ("$'mixamorig:RightForeArm'") MxHand = execute ("$'mixamorig:RightHand'") ) else ( MxForeArm = execute ("$'mixamorig:LeftForeArm'") MxHand = execute ("$'mixamorig:LeftHand'") ) -- 백업: 이름으로 못 찾으면 children[1] 사용 if MxForeArm == undefined do MxForeArm = MxUpperArm.children[1] if MxHand == undefined do MxHand = MxForeArm.children[1] local MX_UpperTM = MxUpperArm.transform local MX_ElbowTM = MxForeArm.transform local MX_HandTM = MxHand.transform -- SET SCALE if FigureMode do( len = distance MxUpperArm MxForeArm biped.setTransform BipUpperArm #scale [len,len,len] createKey len = distance MxForeArm MxHand biped.setTransform BipLowerArm #scale [len,len,len] createKey -- 손 크기 계산 (기본값 사용) len *= 0.2 biped.setTransform Biphand #scale [len,len,len] createKey ) local mid = (MX_HandTM.row4+MX_UpperTM.row4)*0.5 local up = Normalize (mid-MX_ElbowTM.row4) if TPose do up = [0,-1,0] --SET HAND FIRST BECAUSE THE IK biped.setTransform Biphand #pos MX_HandTM.row4 createKey -- UpperArm local x = Normalize (MX_ElbowTM.row4-Bip_UpperTM.row4) local z = Normalize (cross up x ) local y = Normalize (cross z x) local upperTM = matrix3 x y z MX_UpperTM.row4 -- UpperArm: 기하학적 계산은 유지, 축 변환만 제거 biped.setTransform BipUpperArm #rotation upperTM.rotationpart createKey -- Hand: 위치만 설정, 축 변환 제거 biped.setTransform Biphand #pos MX_HandTM.row4 createKey ) fn AlignLeg BipUpperLeg MxUpperLeg side:"R" FigureMode:false TPose:false = ( local createKey = not FigureMode -- Biped 본들을 이름으로 찾기 local BipLoweLeg = undefined local BipFoot = undefined if side == "R" then ( BipLoweLeg = execute ("$'Bip001 R Calf'") BipFoot = execute ("$'Bip001 R Foot'") ) else ( BipLoweLeg = execute ("$'Bip001 L Calf'") BipFoot = execute ("$'Bip001 L Foot'") ) -- 백업: 이름으로 못 찾으면 children[1] 사용 if BipLoweLeg == undefined do BipLoweLeg = BipUpperLeg.children[1] if BipFoot == undefined do BipFoot = BipLoweLeg.children[1] -- Mixamo 본들을 이름으로 찾기 local MxLowerLeg = undefined local MxFoot = undefined if side == "R" then ( MxLowerLeg = execute ("$'mixamorig:RightLeg'") MxFoot = execute ("$'mixamorig:RightFoot'") ) else ( MxLowerLeg = execute ("$'mixamorig:LeftLeg'") MxFoot = execute ("$'mixamorig:LeftFoot'") ) -- 백업: 이름으로 못 찾으면 children[1] 사용 if MxLowerLeg == undefined do MxLowerLeg = MxUpperLeg.children[1] if MxFoot == undefined do MxFoot = MxLowerLeg.children[1] local rigTM = MxUpperLeg.transform local BipUpperTM = BipUpperLeg.transform local KneeTM = MxLowerLeg.transform local endTM = MxFoot.transform if FigureMode do( dist = distance MxUpperLeg MxLowerLeg biped.setTransform BipUpperLeg #scale [dist,dist,dist] createKey dist = distance MxLowerLeg MxFoot biped.setTransform BipLoweLeg #scale [dist,dist,dist] createKey ) local mid = (endTM.row4+rigTM.row4)*0.5 local up = Normalize (mid-KneeTM.row4) if TPose do up = [0,1,0] -- Foot biped.setTransform BipFoot #pos endTM.row4 createKey -- UpperLeg local x = Normalize (KneeTM.row4-BipUpperTM.row4) local z = Normalize (cross up x ) local y = Normalize (cross z x) local newTM = matrix3 x y z rigTM.row4 -- UpperLeg: 기하학적 계산은 유지, 축 변환만 제거 biped.setTransform BipUpperLeg #rotation newTM.rotationpart createKey ) fn alignFingers BipNode MXNode figureMode:false=( /* 손가락 정렬 함수 - 최적화 버전 잠재적 충돌: 손가락 구조가 다르거나 개수가 다른 경우 안전장치: 각 관절별 유효성 검사 및 폴백 */ -- 빠른 종료 조건 if not figureMode do return true if not isValidNode BipNode or not isValidNode MXNode do return false -- Biped 손가락 본들을 이름으로 찾기 (첫 번째 관절만) local bip2 = undefined local bip3 = undefined -- Biped 손가락 이름 패턴에 따라 찾기 if findString BipNode.name "Finger0" != undefined then ( -- 엄지손가락 if findString BipNode.name " R " != undefined then ( bip2 = execute ("$'Bip001 R Finger01'") bip3 = execute ("$'Bip001 R Finger02'") ) else ( bip2 = execute ("$'Bip001 L Finger01'") bip3 = execute ("$'Bip001 L Finger02'") ) ) else if findString BipNode.name "Finger1" != undefined then ( -- 검지손가락 if findString BipNode.name " R " != undefined then ( bip2 = execute ("$'Bip001 R Finger11'") bip3 = execute ("$'Bip001 R Finger12'") ) else ( bip2 = execute ("$'Bip001 L Finger11'") bip3 = execute ("$'Bip001 L Finger12'") ) ) else if findString BipNode.name "Finger2" != undefined then ( -- 중지손가락 if findString BipNode.name " R " != undefined then ( bip2 = execute ("$'Bip001 R Finger21'") bip3 = execute ("$'Bip001 R Finger22'") ) else ( bip2 = execute ("$'Bip001 L Finger21'") bip3 = execute ("$'Bip001 L Finger22'") ) ) else if findString BipNode.name "Finger3" != undefined then ( -- 약지손가락 if findString BipNode.name " R " != undefined then ( bip2 = execute ("$'Bip001 R Finger31'") bip3 = execute ("$'Bip001 R Finger32'") ) else ( bip2 = execute ("$'Bip001 L Finger31'") bip3 = execute ("$'Bip001 L Finger32'") ) ) else if findString BipNode.name "Finger4" != undefined then ( -- 새끼손가락 if findString BipNode.name " R " != undefined then ( bip2 = execute ("$'Bip001 R Finger41'") bip3 = execute ("$'Bip001 R Finger42'") ) else ( bip2 = execute ("$'Bip001 L Finger41'") bip3 = execute ("$'Bip001 L Finger42'") ) ) -- 백업: 이름으로 못 찾으면 children[1] 사용 if bip2 == undefined and BipNode.children.count > 0 do bip2 = BipNode.children[1] if bip3 == undefined and bip2 != undefined and bip2.children.count > 0 do bip3 = bip2.children[1] local BipNodes = #(BipNode,bip2,bip3) -- Mixamo 손가락 본들을 이름으로 찾기 local MX2 = undefined local MX3 = undefined local MX4 = undefined -- Mixamo 손가락 이름 패턴에 따라 찾기 if findString MXNode.name "Thumb" != undefined then ( -- 엄지손가락 if findString MXNode.name "Right" != undefined then ( MX2 = execute ("$'mixamorig:RightHandThumb2'") MX3 = execute ("$'mixamorig:RightHandThumb3'") ) else ( MX2 = execute ("$'mixamorig:LeftHandThumb2'") MX3 = execute ("$'mixamorig:LeftHandThumb3'") ) ) else if findString MXNode.name "Index" != undefined then ( -- 검지손가락 if findString MXNode.name "Right" != undefined then ( MX2 = execute ("$'mixamorig:RightHandIndex2'") MX3 = execute ("$'mixamorig:RightHandIndex3'") ) else ( MX2 = execute ("$'mixamorig:LeftHandIndex2'") MX3 = execute ("$'mixamorig:LeftHandIndex3'") ) ) else if findString MXNode.name "Middle" != undefined then ( -- 중지손가락 if findString MXNode.name "Right" != undefined then ( MX2 = execute ("$'mixamorig:RightHandMiddle2'") MX3 = execute ("$'mixamorig:RightHandMiddle3'") ) else ( MX2 = execute ("$'mixamorig:LeftHandMiddle2'") MX3 = execute ("$'mixamorig:LeftHandMiddle3'") ) ) else if findString MXNode.name "Ring" != undefined then ( -- 약지손가락 if findString MXNode.name "Right" != undefined then ( MX2 = execute ("$'mixamorig:RightHandRing2'") MX3 = execute ("$'mixamorig:RightHandRing3'") ) else ( MX2 = execute ("$'mixamorig:LeftHandRing2'") MX3 = execute ("$'mixamorig:LeftHandRing3'") ) ) else if findString MXNode.name "Pinky" != undefined then ( -- 새끼손가락 if findString MXNode.name "Right" != undefined then ( MX2 = execute ("$'mixamorig:RightHandPinky2'") MX3 = execute ("$'mixamorig:RightHandPinky3'") ) else ( MX2 = execute ("$'mixamorig:LeftHandPinky2'") MX3 = execute ("$'mixamorig:LeftHandPinky3'") ) ) -- 백업: 이름으로 못 찾으면 children[1] 사용 if MX2 == undefined and MXNode.children.count > 0 do MX2 = MXNode.children[1] if MX3 == undefined and MX2 != undefined and MX2.children.count > 0 do MX3 = MX2.children[1] if MX4 == undefined and MX3 != undefined and MX3.children.count > 0 do MX4 = MX3.children[1] local MXNodes = #(MXNode,MX2,MX3,MX4) -- 크기 및 위치 조정 (최적화된 Transform 사용) for i=1 to 3 where isvalidNode MXNodes[i] and isvalidNode BipNodes[i] do( local len = 1.0 if isValidNode MXNodes[i+1] then len = distance MXNodes[i] MXNodes[i+1] else if MXNodes[i].parent != undefined then len = distance MXNodes[i] MXNodes[i].parent local pos = if i==1 then MXNodes[i].transform.row4 else undefined local scale = [len,len,len] optimizedBipedTransform BipNodes[i] pos:pos scale:scale ) -- 손가락 펴기: 최적화된 배치 처리 if OPTIMIZE_FINGER_SETUP then ( try ( local isThumb = (findString BipNode.name "Finger0" != undefined) local isLeftHand = (findString BipNode.name " L " != undefined) or (findString BipNode.name "Left" != undefined) local rotations = #() -- 회전 데이터 준비 (미리 계산) case of ( -- === 왼손 엄지 === (isThumb and isLeftHand): ( rotations = #( (eulerAngles -90 10 -30), (eulerAngles -90 10 -30), (eulerAngles -90 10 -30) ) ) -- === 오른손 엄지 === (isThumb and not isLeftHand): ( rotations = #( (eulerAngles -90 10 -150), (eulerAngles -90 10 -150), (eulerAngles -90 10 -150) ) ) -- === 왼손 다른 손가락들 === (not isThumb and isLeftHand): ( rotations = #( (eulerAngles -90 0 0), (eulerAngles -100 0 0), (eulerAngles -105 0 0) ) ) -- === 오른손 다른 손가락들 === (not isThumb and not isLeftHand): ( rotations = #( (eulerAngles -90 0 180), (eulerAngles -100 0 180), (eulerAngles -105 0 180) ) ) ) -- 배치 회전 적용 if rotations.count > 0 do optimizedFingerRotations BipNodes rotations ) catch ( -- 실패 시 기존 방식으로 폴백 if VERBOSE_LOGGING do format "⚠️ 손가락 최적화 실패, 기존 방식 사용: %\n" BipNode.name local isThumb = (findString BipNode.name "Finger0" != undefined) local isLeftHand = (findString BipNode.name " L " != undefined) or (findString BipNode.name "Left" != undefined) -- === 기존 방식 폴백 === if isThumb and isLeftHand then ( if isvalidNode BipNodes[1] do biped.setTransform BipNodes[1] #rotation (eulerAngles -90 10 -30) false if isvalidNode BipNodes[2] do biped.setTransform BipNodes[2] #rotation (eulerAngles -90 10 -30) false if isvalidNode BipNodes[3] do biped.setTransform BipNodes[3] #rotation (eulerAngles -90 10 -30) false ) else if isThumb and not isLeftHand then ( if isvalidNode BipNodes[1] do biped.setTransform BipNodes[1] #rotation (eulerAngles -90 10 -150) false if isvalidNode BipNodes[2] do biped.setTransform BipNodes[2] #rotation (eulerAngles -90 10 -150) false if isvalidNode BipNodes[3] do biped.setTransform BipNodes[3] #rotation (eulerAngles -90 10 -150) false ) else if not isThumb and isLeftHand then ( if isvalidNode BipNodes[1] do biped.setTransform BipNodes[1] #rotation (eulerAngles -90 0 0) false if isvalidNode BipNodes[2] do biped.setTransform BipNodes[2] #rotation (eulerAngles -100 0 0) false if isvalidNode BipNodes[3] do biped.setTransform BipNodes[3] #rotation (eulerAngles -105 0 0) false ) else if not isThumb and not isLeftHand then ( if isvalidNode BipNodes[1] do biped.setTransform BipNodes[1] #rotation (eulerAngles -90 0 180) false if isvalidNode BipNodes[2] do biped.setTransform BipNodes[2] #rotation (eulerAngles -100 0 180) false if isvalidNode BipNodes[3] do biped.setTransform BipNodes[3] #rotation (eulerAngles -105 0 180) false ) ) ) else ( -- 최적화 비활성화 시 기존 방식 사용 local isThumb = (findString BipNode.name "Finger0" != undefined) local isLeftHand = (findString BipNode.name " L " != undefined) or (findString BipNode.name "Left" != undefined) if isThumb and isLeftHand then ( if isvalidNode BipNodes[1] do biped.setTransform BipNodes[1] #rotation (eulerAngles -90 10 -30) false if isvalidNode BipNodes[2] do biped.setTransform BipNodes[2] #rotation (eulerAngles -90 10 -30) false if isvalidNode BipNodes[3] do biped.setTransform BipNodes[3] #rotation (eulerAngles -90 10 -30) false ) else if isThumb and not isLeftHand then ( if isvalidNode BipNodes[1] do biped.setTransform BipNodes[1] #rotation (eulerAngles -90 10 -150) false if isvalidNode BipNodes[2] do biped.setTransform BipNodes[2] #rotation (eulerAngles -90 10 -150) false if isvalidNode BipNodes[3] do biped.setTransform BipNodes[3] #rotation (eulerAngles -90 10 -150) false ) else if not isThumb and isLeftHand then ( if isvalidNode BipNodes[1] do biped.setTransform BipNodes[1] #rotation (eulerAngles -90 0 0) false if isvalidNode BipNodes[2] do biped.setTransform BipNodes[2] #rotation (eulerAngles -100 0 0) false if isvalidNode BipNodes[3] do biped.setTransform BipNodes[3] #rotation (eulerAngles -105 0 0) false ) else if not isThumb and not isLeftHand then ( if isvalidNode BipNodes[1] do biped.setTransform BipNodes[1] #rotation (eulerAngles -90 0 180) false if isvalidNode BipNodes[2] do biped.setTransform BipNodes[2] #rotation (eulerAngles -100 0 180) false if isvalidNode BipNodes[3] do biped.setTransform BipNodes[3] #rotation (eulerAngles -105 0 180) false ) ) true ) fn BipToRigProportion bipNodes rigNodes TPose:false =( /* Biped 비율 매칭 함수 - 최적화 버전 잠재적 충돌: Transform 순서 변경, Figure Mode 상태 안전장치: Figure Mode 관리자, 배치 처리, 진행률 표시 */ stepPerf "비율 매칭 시작" local bipctl = bipNodes[1].transform.controller local figManager = FigureModeManager bipCtl:bipctl local progress = ProgressManager() -- 진행률 초기화 progress.init bipNodes.count -- Figure Mode 안전하게 진입 if not figManager.enter() do ( format "❌ Figure Mode 진입 실패!\n" return false ) try ( local matchIndexes = #{1..(bipNodes.count)} Lthigh = $'mixamorig:LeftUpLeg' Rthigh = $'mixamorig:RightUpLeg' p = (Lthigh.pos+Rthigh.pos)*0.5 for i in matchIndexes where isvalidnode bipNodes[i] do( n = bipNodes[i].name bipNode = bipNodes[i] rigNode = rigNodes[i] if isvalidNode bipNode and isvalidNode rigNode do( rigNodeEnd = rigNodes[i+1] rigTM = rigNode.transform BipTM = bipNode.transform case of( (i==1):( -- Root: 위치만 조정, 축 변환 제거 biped.setTransform bipNode #pos p false ) (findString n "Head"!= undefined): ( -- Head의 자식은 Neck이므로 이름으로 찾기 rigNodeEnd = execute ("$'mixamorig:Neck'") if isvalidNode rigNodeEnd do( -- Head: 크기와 위치만 조정, 축 변환 제거 dist = distance rigNode rigNodeEnd biped.setTransform bipNode #scale [dist,dist,dist] false biped.setTransform bipNode #pos rigNode.transform.row4 false ) ) (matchPattern n pattern:"*Neck*"):( -- Neck: 크기만 조정, 축 변환 제거 dist = distance rigNode rigNodeEnd biped.setTransform bipNode #scale [dist,dist,dist] false ) (matchPattern n pattern:"*Foot*" ):( if TPose then alignFootTpose rigNode bipNode else alignFoot rigNode bipNode figureMode:true ) (matchPattern n pattern:"*Toe*"):( -- Toe의 자식은 없으므로 기본 크기 사용 -- Toe: 크기와 위치만 조정, 축 변환 제거 biped.setTransform bipNode #scale [1,1*0.2,1] false biped.setTransform bipNode #pos rigNode.pos false ) (findString n "Pelvis"!= undefined ):( rigNode = $'mixamorig:LeftUpLeg' rigNodeEnd = $'mixamorig:RightUpLeg' dist = distance Lthigh Rthigh len = distance rigNode rigNodeEnd biped.setTransform bipNode #scale [dist,dist,dist] false ) (MatchPattern n pattern:"*Spine*"):( -- 스파인 2개 구조에서 Spine1이 마지막 스파인 if findString n "Spine1"!=undefined do ( rigNodeEnd =$'mixamorig:Neck' ) if isvalidNode rigNode and isvalidNode rigNodeEnd do( len = distance rigNode rigNodeEnd biped.setTransform bipNode #scale [len,len,len] false ) if matchpattern n pattern:"*Spine*" do( -- Spine: 위치만 조정, 축 변환 제거 biped.setTransform bipNode #pos rigNode.pos false ) ) (matchPattern n pattern:"*Clavicle*"):( -- 정확한 Arm 본 찾기 (children[1] 대신) rigNodeEnd = undefined if findString n "L Clavicle" != undefined or findString n "LeftShoulder" != undefined then ( rigNodeEnd = execute ("$'mixamorig:LeftArm'") ) else if findString n "R Clavicle" != undefined or findString n "RightShoulder" != undefined then ( rigNodeEnd = execute ("$'mixamorig:RightArm'") ) -- 백업: 이름으로 못 찾으면 children[1] 사용 if rigNodeEnd == undefined do rigNodeEnd = rigNode.children[1] len = distance rigNode rigNodeEnd x = Normalize (rigNodeEnd.pos-rigNode.pos) z = Normalize (Cross (bipNode.parent.transform.row2) x) y = Normalize (cross z x) newTM = matrix3 x y z rigTM.row4 biped.setTransform bipNode #scale [len,len,len] false SetClavicleTM bipCtl bipNode newTM ) (matchPattern n pattern:"*UpperArm*"):( if MatchPattern n pattern:"* R *" then AlignArm bipNode rigNode side:"R" FigureMode:true TPose:TPose else AlignArm bipNode rigNode side:"L" FigureMode:true TPose:TPose ) (matchPattern n pattern:"*Thigh*"):( if MatchPattern n pattern:"* R *" then AlignLeg bipNode rigNode side:"R" figureMode:true TPose:TPose else AlignLeg bipNode rigNode side:"L" figureMode:true TPose:TPose ) (MatchPattern n pattern:"*Finger*"): alignFingers bipNode rigNode figureMode:true ) ) ) ) catch ( format "❌ 비율 매칭 중 오류 발생: %\n" (getCurrentException()) false ) finally ( -- Figure Mode 안전하게 종료 figManager.exitMode() ) stepPerf "비율 매칭 완료" true ) fn getNumFingers = ( -- Mixamo 표준 손가락 본의 정확한 이름들 (첫 번째 관절만) local fingerNames = #( "mixamorig:LeftHandThumb1", "mixamorig:LeftHandIndex1", "mixamorig:LeftHandMiddle1", "mixamorig:LeftHandRing1", "mixamorig:LeftHandPinky1", "mixamorig:RightHandThumb1", "mixamorig:RightHandIndex1", "mixamorig:RightHandMiddle1", "mixamorig:RightHandRing1", "mixamorig:RightHandPinky1" ) local leftFingers = 0 local rightFingers = 0 -- 왼손 손가락 체크 for i = 1 to 5 do ( if isValidNode (getNodeByName fingerNames[i]) do leftFingers += 1 ) -- 오른손 손가락 체크 for i = 6 to 10 do ( if isValidNode (getNodeByName fingerNames[i]) do rightFingers += 1 ) local maxFingers = amax #(leftFingers, rightFingers) format "손가락 본 체크: 왼손 %개, 오른손 %개\\n" leftFingers rightFingers -- 3ds Max Biped 제한 (0-5) if maxFingers > 5 then ( format "⚠️ 손가락 수 %개 → 5개로 제한\\n" maxFingers maxFingers = 5 ) format "최종 Biped fingers: %\\n" maxFingers maxFingers ) fn GetExtras root=( local out = #() if root!=undefined do( hrc = getBranchHRC root for h=hrc.count to 1 by -1 do ( local objArr = hrc[h] for j=objArr.count to 1 by -1 do( if (finditem MXNames objArr[j].name)!=0 do deleteitem objArr j -- REMOVE STANDARD FROM EXTRAS ) if objArr.count==0 do deleteItem hrc h ) out = hrc ) out ) fn cleanUpSkin obj =( local skn = obj.modifiers["skin"] local count = skinOps.GetNumberBones skn local IDList = #() for i=1 to count do( n = (skinOps.GetBoneName skn i 0) if findItem excludeBones n!=0 do( append IDList i ) ) if IDList.count>0 do for i=IDList.count to 1 by -1 do( skinOps.removebone skn IDList[i] ) ) fn GetSkinPairs obj extra:#() =( local out=#() noPairs = #() local extraV1 = for i in extra collect i.v1 local skn = obj.modifiers[#skin] local count = skinOps.GetNumberBones skn for i=1 to count do( foundPairs = true n = (skinOps.GetBoneName skn i 0) dp = datapair n "" case of( (matchpattern n pattern:"*Hips"): dp.v2 = "Bip001 Pelvis" (matchpattern n pattern:"*Spine"): dp.v2 = "Bip001 Spine" (matchpattern n pattern:"*Spine1"): dp.v2 = "Bip001 Spine1" (matchpattern n pattern:"*Spine2"): dp.v2 = "Bip001 Spine2" (matchpattern n pattern:"*Neck"): dp.v2 = "Bip001 Neck" (matchpattern n pattern:"*Head"): dp.v2 = "Bip001 Head" (matchpattern n pattern:"*LeftShoulder"): dp.v2 = "Bip001 L Clavicle" (matchpattern n pattern:"*LeftArm"): dp.v2 = "Bip001 L UpperArm" (matchpattern n pattern:"*LeftForeArm"): dp.v2 = "Bip001 L Forearm" (matchpattern n pattern:"*LeftHand"): dp.v2 = "Bip001 L Hand" (matchpattern n pattern:"*LeftHandThumb1"): dp.v2 = "Bip001 L Finger0" (matchpattern n pattern:"*LeftHandThumb2"): dp.v2 = "Bip001 L Finger01" (matchpattern n pattern:"*LeftHandThumb3"): dp.v2 = "Bip001 L Finger02" (matchpattern n pattern:"*LeftHandThumb4"): dp.v2 = "Bip001 L Finger0Nub" (matchpattern n pattern:"*LeftHandIndex1"): dp.v2 = "Bip001 L Finger1" (matchpattern n pattern:"*LeftHandIndex2"): dp.v2 = "Bip001 L Finger11" (matchpattern n pattern:"*LeftHandIndex3"): dp.v2 = "Bip001 L Finger12" (matchpattern n pattern:"*LeftHandIndex4"): dp.v2 = "Bip001 L Finger1Nub" (matchpattern n pattern:"*LeftHandMiddle1"): dp.v2 = "Bip001 L Finger2" (matchpattern n pattern:"*LeftHandMiddle2"): dp.v2 = "Bip001 L Finger21" (matchpattern n pattern:"*LeftHandMiddle3"): dp.v2 = "Bip001 L Finger22" (matchpattern n pattern:"*LeftHandMiddle4"): dp.v2 = "Bip001 L Finger2Nub" (matchpattern n pattern:"*LeftHandRing1"): dp.v2 = "Bip001 L Finger3" (matchpattern n pattern:"*LeftHandRing2"): dp.v2 = "Bip001 L Finger31" (matchpattern n pattern:"*LeftHandRing3"): dp.v2 = "Bip001 L Finger32" (matchpattern n pattern:"*LeftHandRing4"): dp.v2 = "Bip001 L Finger3Nub" (matchpattern n pattern:"*LeftHandPinky1"): dp.v2 = "Bip001 L Finger4" (matchpattern n pattern:"*LeftHandPinky2"): dp.v2 = "Bip001 L Finger41" (matchpattern n pattern:"*LeftHandPinky3"): dp.v2 = "Bip001 L Finger42" (matchpattern n pattern:"*LeftHandPinky4"): dp.v2 = "Bip001 L Finger4Nub" (matchpattern n pattern:"*RightShoulder"): dp.v2 = "Bip001 R Clavicle" (matchpattern n pattern:"*RightArm"): dp.v2 = "Bip001 R UpperArm" (matchpattern n pattern:"*RightForeArm"): dp.v2 = "Bip001 R Forearm" (matchpattern n pattern:"*RightHand"): dp.v2 = "Bip001 R Hand" (matchpattern n pattern:"*RightHandThumb1"): dp.v2 = "Bip001 R Finger0" (matchpattern n pattern:"*RightHandThumb2"): dp.v2 = "Bip001 R Finger01" (matchpattern n pattern:"*RightHandThumb3"): dp.v2 = "Bip001 R Finger02" (matchpattern n pattern:"*RightHandThumb4"): dp.v2 = "Bip001 R Finger0Nub" (matchpattern n pattern:"*RightHandIndex1"): dp.v2 = "Bip001 R Finger1" (matchpattern n pattern:"*RightHandIndex2"): dp.v2 = "Bip001 R Finger11" (matchpattern n pattern:"*RightHandIndex3"): dp.v2 = "Bip001 R Finger12" (matchpattern n pattern:"*RightHandIndex4"): dp.v2 = "Bip001 R Finger1Nub" (matchpattern n pattern:"*RightHandMiddle1"): dp.v2 = "Bip001 R Finger2" (matchpattern n pattern:"*RightHandMiddle2"): dp.v2 = "Bip001 R Finger21" (matchpattern n pattern:"*RightHandMiddle3"): dp.v2 = "Bip001 R Finger22" (matchpattern n pattern:"*RightHandMiddle4"): dp.v2 = "Bip001 R Finger2Nub" (matchpattern n pattern:"*RightHandRing1"): dp.v2 = "Bip001 R Finger3" (matchpattern n pattern:"*RightHandRing2"): dp.v2 = "Bip001 R Finger31" (matchpattern n pattern:"*RightHandRing3"): dp.v2 = "Bip001 R Finger32" (matchpattern n pattern:"*RightHandRing4"): dp.v2 = "Bip001 R Finger3Nub" (matchpattern n pattern:"*RightHandPinky1"): dp.v2 = "Bip001 R Finger4" (matchpattern n pattern:"*RightHandPinky2"): dp.v2 = "Bip001 R Finger41" (matchpattern n pattern:"*RightHandPinky3"): dp.v2 = "Bip001 R Finger42" (matchpattern n pattern:"*RightHandPinky4"): dp.v2 = "Bip001 R Finger4Nub" (matchpattern n pattern:"*LeftUpLeg"): dp.v2 = "Bip001 L Thigh" (matchpattern n pattern:"*LeftLeg"): dp.v2 = "Bip001 L Calf" (matchpattern n pattern:"*LeftFoot"): dp.v2 = "Bip001 L Foot" (matchpattern n pattern:"*LeftToeBase"): dp.v2 = "Bip001 L Toe0" (matchpattern n pattern:"*RightUpLeg"): dp.v2 = "Bip001 R Thigh" (matchpattern n pattern:"*RightLeg"): dp.v2 = "Bip001 R Calf" (matchpattern n pattern:"*RightFoot"): dp.v2 = "Bip001 R Foot" (matchpattern n pattern:"*RightToeBase"): dp.v2 = "Bip001 R Toe0" default:(foundPairs = false ) ) indexInExtra = findItem extraV1 n if not foundPairs and indexInExtra != 0 then( dp.v2 = extra[indexInExtra].v2 ) else if not foundPairs do append noPairs n append out dp ) out ) -- ================================== 최적화된 스킨 처리 함수들 =============================================== -- 메모리 기반 스킨 가중치 전송 (파일 I/O 제거) struct OptimizedSkinTransfer ( oldSkin, newSkin, bonePairs, fn findBoneIDByMapping oldBoneName bonePairs newSkin =( /* 본 매핑을 통해 새 스킨에서 본 ID 찾기 잠재적 충돌: 본 이름이 일치하지 않는 경우 안전장치: 이름 매핑 테이블 사용 및 fallback */ for pair in bonePairs do ( if pair.v1 == oldBoneName do ( local newBoneName = pair.v2 local numBones = skinOps.getNumberBones newSkin for b = 1 to numBones do ( if (skinOps.getBoneName newSkin b 0) == newBoneName do return b ) exit ) ) 0 -- 찾지 못함 ), fn transferWeights =( /* 가중치 데이터 직접 메모리 전송 잠재적 충돌: 버텍스 수 불일치, 본 구조 변경 안전장치: 각 버텍스별 유효성 검사 */ if not OPTIMIZE_SKIN_TRANSFER do return false try ( local numVerts = skinOps.getNumberVertices oldSkin local successCount = 0 for v = 1 to numVerts do ( local numBones = skinOps.getVertexWeightCount oldSkin v local weights = #() local boneIDs = #() for b = 1 to numBones do ( local weight = skinOps.getVertexWeight oldSkin v b local boneID = skinOps.getVertexWeightBoneID oldSkin v b local oldBoneName = skinOps.getBoneName oldSkin boneID 0 -- 새 본 ID 찾기 local newBoneID = findBoneIDByMapping oldBoneName bonePairs newSkin if newBoneID > 0 and weight > 0.001 do ( -- 매우 작은 가중치 제거 append weights weight append boneIDs newBoneID ) ) -- 가중치 정규화 및 적용 if weights.count > 0 then ( local totalWeight = 0 for w in weights do totalWeight += w if totalWeight > 0.001 then ( for i = 1 to weights.count do weights[i] /= totalWeight skinOps.replaceVertexWeights newSkin v boneIDs weights successCount += 1 ) ) ) if VERBOSE_LOGGING do format " 📊 성공적으로 전송된 버텍스: %d/%d\n" successCount numVerts true ) catch ( if VERBOSE_LOGGING do format "⚠️ 메모리 기반 스킨 전송 실패\n" false ) ) ) -- 최적화된 스킨 처리 관리자 fn processSkinnedObjectsOptimized skinObjects extrasPairs =( /* 모든 스킨 오브젝트를 최적화된 방식으로 처리 잠재적 충돌: 메모리 부족, 스킨 구조 변경 안전장치: 메모리 기반 실패 시 기존 방식으로 폴백 */ local uiOpt = UIOptimizer() uiOpt.suspend() -- UI 업데이트 억제 try ( local progress = ProgressManager() progress.init skinObjects.count for i in skinObjects do ( progress.update ("스킨 처리: " + i.name) local skn = i.modifiers["skin"] if skn == undefined do continue -- 페어 가져오기 (표준 본 + 엑스트라 본) local pairs = GetSkinPairs i extra:extrasPairs if OPTIMIZE_SKIN_TRANSFER then ( -- 최적화된 방식: 메모리 기반 전송 local bipedSkin = #() for j in pairs do ( local obj1 = getNodeByName j.v1 local obj2 = getNodeByName j.v2 if isvalidNode obj1 and isValidNode obj2 do append bipedSkin obj2 ) -- 새 스킨 생성 local skn2 = skin() addmodifier i skn2 -- 본들 추가 (UI 업데이트 없이) for j in bipedSkin do ( if j != bipedSkin[bipedSkin.count] then skinOps.AddBone skn2 j 0 else skinOps.AddBone skn2 j -1 ) -- 메모리 기반 가중치 전송 local skinTransfer = OptimizedSkinTransfer oldSkin:skn newSkin:skn2 bonePairs:pairs if not skinTransfer.transferWeights() do ( if VERBOSE_LOGGING do format "⚠️ 메모리 전송 실패, 기존 방식 사용: %\n" i.name -- 기존 방식으로 폴백 processSkinnedObjectClassic i pairs ) ) else ( -- 기존 방식 사용 processSkinnedObjectClassic i pairs ) -- 모디파이어 스택 정리 maxOps.CollapseNodeTo i 2 true ) ) catch ( format "❌ 스킨 처리 중 오류: %\n" (getCurrentException()) ) finally ( uiOpt.resume() -- UI 업데이트 재개 ) ) -- 기존 방식 스킨 처리 (폴백용) fn processSkinnedObjectClassic skinObj pairs =( /* 기존 파일 I/O 방식의 스킨 처리 (폴백) 안전하지만 느림 */ local skn = skinObj.modifiers["skin"] local pth = GetDir #export local n = skinObj.name+"_skin.env" local f = (pth+"\\"+n) -- 기존 스킨 데이터 저장 if skn != undefined then skinOps.saveEnvelope skn f local bipedSkin = #() for j in pairs do ( local obj1 = getNodeByName j.v1 local obj2 = getNodeByName j.v2 if isvalidNode obj1 and isValidNode obj2 do( tempName = obj1.name obj1.name = obj2.name obj2.name = tempName append bipedSkin obj2 ) ) -- 새 스킨 추가 local skn2 = skin() addmodifier skinObj skn2 select skinObj max modify mode modPanel.setCurrentObject skn2 -- 본들 추가 for j in bipedSkin do( if j!= bipedSkin[bipedSkin.count] then skinOps.AddBone skn2 j 0 else skinOps.AddBone skn2 j -1 ) max create mode -- 스킨 데이터 로드 if doesFileExist f then skinOps.loadEnvelope skn2 f -- 이름 되돌리기 for j in pairs do ( local obj1 = getNodeByName j.v1 local obj2 = getNodeByName j.v2 if isvalidNode obj1 and isValidNode obj2 do( tempName = obj1.name obj1.name = obj2.name obj2.name = tempName ) ) -- 임시 파일 삭제 if doesFileExist f do deleteFile f ) -- ================================== 모퍼 처리 함수들 =============================================== struct MorpherChannelData ( channelIndex, targetName, weight, channelName, isActive ) struct MorpherBackupData ( objectName, modifierName, channels ) fn BackupMorpherData obj =( /* 모퍼 모디파이어 데이터를 백업하는 함수 매개변수: - obj: 모퍼 모디파이어를 가진 오브젝트 반환값: - MorpherBackupData 구조체 */ local morphMod = obj.modifiers[#Morpher] if morphMod == undefined do return undefined local channels = #() local channelCount = try (morphMod.numChannels) catch (100) -- 기본값 100개 채널 format "📦 모퍼 데이터 백업: % (채널 수: %)\\n" obj.name channelCount for i = 1 to channelCount do ( try ( -- 채널 프로퍼티에 직접 접근 local channelProp = execute ("morphMod.morph_channel_" + i as string) if channelProp != undefined then ( local target = try (channelProp.target) catch (undefined) local weight = try (channelProp.value) catch (0.0) local channelName = try (channelProp.name) catch ("") local isActive = try (channelProp.active) catch (false) if target != undefined and isValidNode target do ( local channelData = MorpherChannelData \ channelIndex:i \ targetName:target.name \ weight:weight \ channelName:channelName \ isActive:isActive append channels channelData format " 채널 %: % (가중치: %, 타겟: %)\\n" i channelName weight target.name ) ) ) catch ( -- 채널이 비어있거나 접근할 수 없는 경우 건너뛰기 format " 채널 % 건너뛰기 (빈 채널)\\n" i ) ) MorpherBackupData objectName:obj.name modifierName:morphMod.name channels:channels ) fn RestoreMorpherData backupData pairsList =( /* 백업된 모퍼 데이터를 복원하는 함수 매개변수: - backupData: 백업된 모퍼 데이터 - pairsList: 본 이름 매핑 정보 반환값: - 성공 시 true, 실패 시 false */ if backupData == undefined do return false local obj = getNodeByName backupData.objectName if not isValidNode obj do ( format "[ERROR] 모퍼 오브젝트를 찾을 수 없음: %\\n" backupData.objectName return false ) local morphMod = obj.modifiers[#Morpher] if morphMod == undefined do ( format "[ERROR] 모퍼 모디파이어를 찾을 수 없음: %\\n" obj.name return false ) format "🔄 모퍼 데이터 복원: % (채널 수: %)\\n" obj.name backupData.channels.count for channelData in backupData.channels do ( -- 원본 타겟 이름을 새 이름으로 매핑 local newTargetName = channelData.targetName for pair in pairsList do ( if pair.v1 == channelData.targetName do ( newTargetName = pair.v2 exit() ) ) local newTarget = getNodeByName newTargetName if isValidNode newTarget then ( try ( -- 채널 프로퍼티에 직접 접근하여 설정 local channelProp = execute ("morphMod.morph_channel_" + channelData.channelIndex as string) if channelProp != undefined then ( -- 타겟 설정 try (channelProp.target = newTarget) catch (format " [WARNING] 타겟 설정 실패: 채널 %\\n" channelData.channelIndex) -- 가중치 복원 try (channelProp.value = channelData.weight) catch (format " [WARNING] 가중치 설정 실패: 채널 %\\n" channelData.channelIndex) -- 채널 활성화 상태 복원 try (channelProp.active = channelData.isActive) catch (format " [WARNING] 활성화 상태 설정 실패: 채널 %\\n" channelData.channelIndex) -- 채널 이름 복원 try (channelProp.name = channelData.channelName) catch (format " [WARNING] 채널 이름 설정 실패: 채널 %\\n" channelData.channelIndex) format " ✅ 채널 % 복원: % → % (가중치: %)\\n" channelData.channelIndex channelData.targetName newTargetName channelData.weight ) else ( format " ❌ 채널 % 프로퍼티 접근 실패\\n" channelData.channelIndex ) ) catch ( format " ⚠️ 채널 % 설정 실패: % → %\\n" channelData.channelIndex channelData.targetName newTargetName ) ) else ( format " ❌ 타겟을 찾을 수 없음: % → %\\n" channelData.targetName newTargetName ) ) true ) fn GetSkinPairs obj extra:#() =( local out=#() noPairs = #() local extraV1 = for i in extra collect i.v1 local skn = obj.modifiers[#skin] local count = skinOps.GetNumberBones skn for i=1 to count do( foundPairs = true n = (skinOps.GetBoneName skn i 0) dp = datapair n "" case of( (matchpattern n pattern:"*Hips"): dp.v2 = "Bip001 Pelvis" (matchpattern n pattern:"*Spine"): dp.v2 = "Bip001 Spine" (matchpattern n pattern:"*Spine1"): dp.v2 = "Bip001 Spine1" (matchpattern n pattern:"*Neck"): dp.v2 = "Bip001 Neck" (matchpattern n pattern:"*Head"): dp.v2 = "Bip001 Head" (matchpattern n pattern:"*LeftShoulder"): dp.v2 = "Bip001 L Clavicle" (matchpattern n pattern:"*LeftArm"): dp.v2 = "Bip001 L UpperArm" (matchpattern n pattern:"*LeftForeArm"): dp.v2 = "Bip001 L Forearm" (matchpattern n pattern:"*LeftHand"): dp.v2 = "Bip001 L Hand" (matchpattern n pattern:"*LeftHandThumb1"): dp.v2 = "Bip001 L Finger0" (matchpattern n pattern:"*LeftHandThumb2"): dp.v2 = "Bip001 L Finger01" (matchpattern n pattern:"*LeftHandThumb3"): dp.v2 = "Bip001 L Finger02" -- LeftHandThumb4 제거됨 (matchpattern n pattern:"*LeftHandIndex1"): dp.v2 = "Bip001 L Finger1" (matchpattern n pattern:"*LeftHandIndex2"): dp.v2 = "Bip001 L Finger11" (matchpattern n pattern:"*LeftHandIndex3"): dp.v2 = "Bip001 L Finger12" -- LeftHandIndex4 제거됨 (matchpattern n pattern:"*LeftHandMiddle1"): dp.v2 = "Bip001 L Finger2" (matchpattern n pattern:"*LeftHandMiddle2"): dp.v2 = "Bip001 L Finger21" (matchpattern n pattern:"*LeftHandMiddle3"): dp.v2 = "Bip001 L Finger22" -- LeftHandMiddle4 제거됨 (matchpattern n pattern:"*LeftHandRing1"): dp.v2 = "Bip001 L Finger3" (matchpattern n pattern:"*LeftHandRing2"): dp.v2 = "Bip001 L Finger31" (matchpattern n pattern:"*LeftHandRing3"): dp.v2 = "Bip001 L Finger32" -- LeftHandRing4 제거됨 (matchpattern n pattern:"*LeftHandPinky1"): dp.v2 = "Bip001 L Finger4" (matchpattern n pattern:"*LeftHandPinky2"): dp.v2 = "Bip001 L Finger41" (matchpattern n pattern:"*LeftHandPinky3"): dp.v2 = "Bip001 L Finger42" -- LeftHandPinky4 제거됨 (matchpattern n pattern:"*RightShoulder"): dp.v2 = "Bip001 R Clavicle" (matchpattern n pattern:"*RightArm"): dp.v2 = "Bip001 R UpperArm" (matchpattern n pattern:"*RightForeArm"): dp.v2 = "Bip001 R Forearm" (matchpattern n pattern:"*RightHand"): dp.v2 = "Bip001 R Hand" (matchpattern n pattern:"*RightHandThumb1"): dp.v2 = "Bip001 R Finger0" (matchpattern n pattern:"*RightHandThumb2"): dp.v2 = "Bip001 R Finger01" (matchpattern n pattern:"*RightHandThumb3"): dp.v2 = "Bip001 R Finger02" -- RightHandThumb4 제거됨 (matchpattern n pattern:"*RightHandIndex1"): dp.v2 = "Bip001 R Finger1" (matchpattern n pattern:"*RightHandIndex2"): dp.v2 = "Bip001 R Finger11" (matchpattern n pattern:"*RightHandIndex3"): dp.v2 = "Bip001 R Finger12" -- RightHandIndex4 제거됨 (matchpattern n pattern:"*RightHandMiddle1"): dp.v2 = "Bip001 R Finger2" (matchpattern n pattern:"*RightHandMiddle2"): dp.v2 = "Bip001 R Finger21" (matchpattern n pattern:"*RightHandMiddle3"): dp.v2 = "Bip001 R Finger22" -- RightHandMiddle4 제거됨 (matchpattern n pattern:"*RightHandRing1"): dp.v2 = "Bip001 R Finger3" (matchpattern n pattern:"*RightHandRing2"): dp.v2 = "Bip001 R Finger31" (matchpattern n pattern:"*RightHandRing3"): dp.v2 = "Bip001 R Finger32" -- RightHandRing4 제거됨 (matchpattern n pattern:"*RightHandPinky1"): dp.v2 = "Bip001 R Finger4" (matchpattern n pattern:"*RightHandPinky2"): dp.v2 = "Bip001 R Finger41" (matchpattern n pattern:"*RightHandPinky3"): dp.v2 = "Bip001 R Finger42" -- RightHandPinky4 제거됨 (matchpattern n pattern:"*LeftUpLeg"): dp.v2 = "Bip001 L Thigh" (matchpattern n pattern:"*LeftLeg"): dp.v2 = "Bip001 L Calf" (matchpattern n pattern:"*LeftFoot"): dp.v2 = "Bip001 L Foot" (matchpattern n pattern:"*LeftToeBase"): dp.v2 = "Bip001 L Toe0" (matchpattern n pattern:"*RightUpLeg"): dp.v2 = "Bip001 R Thigh" (matchpattern n pattern:"*RightLeg"): dp.v2 = "Bip001 R Calf" (matchpattern n pattern:"*RightFoot"): dp.v2 = "Bip001 R Foot" (matchpattern n pattern:"*RightToeBase"): dp.v2 = "Bip001 R Toe0" default:(foundPairs = false ) ) indexInExtra = findItem extraV1 n if not foundPairs and indexInExtra != 0 then( dp.v2 = extra[indexInExtra].v2 ) else foundPairs = false append out dp if not foundPairs do append noPairs n ) out ) -- ================================== 메인 변환 함수 =============================================== -- ================================== 단계별 변환 데이터 =============================================== -- 단계 간 공유 데이터 구조체 struct StepData ( charName = "", alwaysDeform = false, bipObj = undefined, extras = undefined, extrasPairs = undefined, skinObjects = undefined, morpherModifiers = undefined, result = false ) -- 전역 단계 데이터 global STEP_DATA = undefined -- ================================== 1단계: Biped 생성 및 기본 설정 =============================================== fn ConvertMixamoToBiped_Step1 charName:"Character001" alwaysDeform:false =( /* 1단계: Biped 생성 및 기본 설정 (빠른 단계) 포함 작업: - 전처리 및 검증 - Biped 생성 및 구조 수정 - 비율 매칭 (BipToRigProportion) - Extra Bones 처리 매개변수: - charName: 캐릭터 이름 (기본값: "Character001") - alwaysDeform: 스킨 Always Deform 설정 (기본값: false) 반환값: - 성공 시 true, 실패 시 false */ -- 단계 데이터 초기화 STEP_DATA = StepData charName:charName alwaysDeform:alwaysDeform -- 성능 측정 시작 startPerf -- UI 최적화 관리자 초기화 local uiOpt = UIOptimizer() uiOpt.suspend() -- 변환 중 UI 업데이트 억제 if charName=="" do( uiOpt.resume() messagebox "please insert Character Name" return false ) try ( -- 이름 정리 및 검증 stepPerf "전처리 시작" CleanNames() local root = getNodeByName"mixamorig:Hips" if not isValidNode root do ( uiOpt.resume() format "[ERROR] mixamorig:Hips not found!\n" return false ) -- 리그 유효성 검증 if not SanityCheck() do ( uiOpt.resume() format "[ERROR] Sanity check failed!\n" return false ) stepPerf "전처리 완료" -- 데이터 수집 시작 stepPerf "데이터 수집 시작" local hrc = getHierarchy #(root) #() format "Mixamo 계층 구조 수집: %개 노드\\n" hrc.count -- 추가 본들 수집 및 메인에서 제외 local extras = GetExtras root format "Extra Bones 수집: %개 그룹\\n" extras.count for i in extras do( for j in i do( deleteItem hrc (findItem hrc j) ) ) -- 스킨 오브젝트들 수집 local skinObjects = for i in objects where i.modifiers[#Skin]!=undefined collect i format "스킨 오브젝트 발견: %개\\n" skinObjects.count if alwaysDeform do for i in skinObjects do ( cleanUpSkin i i.modifiers[#Skin].always_deform =false i.modifiers[#Skin].always_deform =true ) -- 모퍼 오브젝트들 수집 (간소화) local morpherObjects = for i in objects where i.modifiers[#Morpher]!=undefined collect i local morpherModifiers = #() -- 제거된 모퍼 모디파이어들을 저장 format "모퍼 오브젝트 발견: %개\\n" morpherObjects.count for obj in morpherObjects do ( -- 모퍼 모디파이어를 임시로 제거하고 저장 local morphMod = obj.modifiers[#Morpher] append morpherModifiers (datapair obj morphMod) deleteModifier obj morphMod ) stepPerf "데이터 수집 완료" -- 믹사모 리그 구조 분석 stepPerf "리그 분석 시작" local mxNodes = getRigStructures() format "믹사모 리그 노드 분석 완료\\n" local mx_Obj = $mixamorig* if mx_Obj.count == 0 do ( uiOpt.resume() format "❌ 믹사모 오브젝트를 찾을 수 없습니다!\\n" return false ) local height = mx_Obj.max[3] local numfingers = getNumFingers() -- 바이패드 생성 stepPerf "Biped 생성 시작" format "\\n=== BIPED 생성 디버그 ===\\n" format "spineSegments: %\\n" spineSegments format "height: %\\n" height format "numfingers: %\\n" numfingers local bipObj = undefined try ( bipObj = createBip height spine:spineSegments fingers:numfingers format "✅ Biped 생성 성공\\n" ) catch ( uiOpt.resume() format "❌ Biped 생성 실패: %\\n" (getCurrentException()) return false ) if not isValidNode bipObj do ( uiOpt.resume() format "❌ 생성된 Biped이 유효하지 않습니다!\\n" return false ) -- 생성 직후 구조 확인 format "\\n=== 생성 직후 Biped 구조 ===\\n" local pelvis = biped.getNode bipObj #pelvis link:1 local spine1 = biped.getNode bipObj #spine link:1 local spine2 = try (biped.getNode bipObj #spine link:2) catch (undefined) local lthigh = biped.getNode bipObj #lleg link:1 local lclavicle = biped.getNode bipObj #larm link:1 local neck = biped.getNode bipObj #neck link:1 format "Pelvis: % (부모: %)\\n" pelvis.name (if pelvis.parent != undefined then pelvis.parent.name else "없음") format "Spine1: % (부모: %)\\n" spine1.name (if spine1.parent != undefined then spine1.parent.name else "없음") if spine2 != undefined then format "Spine2: % (부모: %)\\n" spine2.name (if spine2.parent != undefined then spine2.parent.name else "없음") format "LThigh: % (부모: %)\\n" lthigh.name (if lthigh.parent != undefined then lthigh.parent.name else "없음") format "LClavicle: % (부모: %)\\n" lclavicle.name (if lclavicle.parent != undefined then lclavicle.parent.name else "없음") format "Neck: % (부모: %)\\n" neck.name (if neck.parent != undefined then neck.parent.name else "없음") -- 🔧 잘못된 구조 수정 format "\\n=== Biped 구조 수정 중 ===\\n" -- Figure Mode 활성화 (구조 수정 가능) bipObj.transform.controller.figureMode = true -- 다리 본들을 Pelvis로 이동 (현재 Spine에서 → Pelvis로) local rthigh = biped.getNode bipObj #rleg link:1 if lthigh.parent != pelvis then ( format "다리를 Pelvis로 이동: % → %\\n" lthigh.parent.name pelvis.name lthigh.parent = pelvis rthigh.parent = pelvis ) -- 어깨 본들을 최상위 Spine으로 이동 (현재 Neck에서 → Spine1로) local rclavicle = biped.getNode bipObj #rarm link:1 local topSpine = if spine2 != undefined then spine2 else spine1 -- 최상위 Spine if lclavicle.parent != topSpine then ( format "어깨를 최상위 Spine으로 이동: % → %\\n" lclavicle.parent.name topSpine.name lclavicle.parent = topSpine rclavicle.parent = topSpine ) format "구조 수정 완료!\\n" -- 구조 수정 후 확인 format "\\n=== 구조 수정 후 확인 ===\\n" format "LThigh: % (부모: %)\\n" lthigh.name (if lthigh.parent != undefined then lthigh.parent.name else "없음") format "RThigh: % (부모: %)\\n" rthigh.name (if rthigh.parent != undefined then rthigh.parent.name else "없음") format "LClavicle: % (부모: %)\\n" lclavicle.name (if lclavicle.parent != undefined then lclavicle.parent.name else "없음") format "RClavicle: % (부모: %)\\n" rclavicle.name (if rclavicle.parent != undefined then rclavicle.parent.name else "없음") local bipedNodes = GetBipStructure bipObj spinesegs:spineSegments format "Biped 노드 구조 분석 완료: %개 노드\\n" bipedNodes.count -- 비율 매칭 (안전하게) stepPerf "비율 매칭 시작" try ( BipToRigProportion bipedNodes mxNodes TPose:true format "✅ 비율 매칭 성공\\n" stepPerf "비율 매칭 완료" ) catch ( uiOpt.resume() format "❌ 비율 매칭 실패: %\\n" (getCurrentException()) return false ) -- 비율 매칭 후 구조 재확인 format "\\n=== 비율 매칭 후 Biped 구조 ===\\n" local pelvis_after = biped.getNode bipObj #pelvis link:1 local spine1_after = biped.getNode bipObj #spine link:1 local lthigh_after = biped.getNode bipObj #lleg link:1 local lclavicle_after = biped.getNode bipObj #larm link:1 local neck_after = biped.getNode bipObj #neck link:1 format "Pelvis: % (부모: %)\\n" pelvis_after.name (if pelvis_after.parent != undefined then pelvis_after.parent.name else "없음") format "Spine1: % (부모: %)\\n" spine1_after.name (if spine1_after.parent != undefined then spine1_after.parent.name else "없음") format "LThigh: % (부모: %)\\n" lthigh_after.name (if lthigh_after.parent != undefined then lthigh_after.parent.name else "없음") format "LClavicle: % (부모: %)\\n" lclavicle_after.name (if lclavicle_after.parent != undefined then lclavicle_after.parent.name else "없음") format "Neck: % (부모: %)\\n" neck_after.name (if neck_after.parent != undefined then neck_after.parent.name else "없음") -- 1단계에서는 Extra Bones 수집만 (처리는 2단계에서) local totalExtraCount = 0 for ex in extras do totalExtraCount += ex.count format "전체 Extra Bones 개수: %개 (2단계에서 처리 예정)\\n" totalExtraCount format "================================\\n" -- 1단계 완료 - 단계 데이터 저장 (extrasPairs는 2단계에서 생성) STEP_DATA.bipObj = bipObj STEP_DATA.extras = extras STEP_DATA.extrasPairs = #() -- 2단계에서 채워질 예정 STEP_DATA.skinObjects = skinObjects STEP_DATA.morpherModifiers = morpherModifiers STEP_DATA.result = true -- UI 복원 및 성능 결과 출력 uiOpt.resume() stepPerf "1단계 완료" format "\\n🎉 1단계 완료! 🎉\\n" format "✅ Biped 생성 및 구조 설정 완료\\n" format "✅ 비율 매칭 완료\\n" format "✅ Extra Bones % 개 수집 완료 (2단계에서 처리)\\n" totalExtraCount format "\\n▶️ 이제 [2단계: Extra Bones + 스킨 처리] 버튼을 클릭하세요\\n" return true ) catch ( -- 오류 발생 시 UI 복원 if uiOpt != undefined do uiOpt.resume() format "\\n❌ 1단계 변환 중 오류 발생!\\n" format "오류 내용: %\\n" (getCurrentException()) STEP_DATA = undefined return false ) ) -- ================================== 2단계: Extra Bones + 스킨 처리 및 정리 =============================================== fn ConvertMixamoToBiped_Step2 =( /* 2단계: Extra Bones 처리 + 스킨 처리 및 정리 작업 (오래 걸리는 단계) 포함 작업: - Extra Bones 연결 및 처리 (Biped에 부모 연결) - 스킨 웨이트 전송 (시간 소요) - 모퍼 모디파이어 복원 - 원본 Mixamo 본 삭제 - 이름 정리 및 최종 마무리 반환값: - 성공 시 true, 실패 시 false 주의: 1단계를 먼저 실행해야 합니다. */ -- 1단계 완료 여부 검증 if STEP_DATA == undefined or not STEP_DATA.result do ( messagebox "먼저 [1단계: Biped 생성]을 완료해주세요!" return false ) -- 단계 데이터에서 변수 복원 local charName = STEP_DATA.charName local alwaysDeform = STEP_DATA.alwaysDeform local bipObj = STEP_DATA.bipObj local extras = STEP_DATA.extras local extrasPairs = STEP_DATA.extrasPairs local skinObjects = STEP_DATA.skinObjects local morpherModifiers = STEP_DATA.morpherModifiers -- UI 최적화 관리자 초기화 local uiOpt = UIOptimizer() uiOpt.suspend() -- 변환 중 UI 업데이트 억제 try ( stepPerf "2단계 시작" format "\\n=== 2단계: 스킨 처리 및 정리 시작 ===\\n" -- 스킨 팝업 자동 처리 함수 (강화 버전) fn ShowPopup =( local hwnd = (DialogMonitorOPS.GetWindowHandle() ) if hwnd!=0 then( local windowTitle = uiAccessor.getWindowText hwnd local children = uiAccessor.getChildWindows hwnd -- 다이얼로그 타입별 처리 case of ( -- Load Envelopes 다이얼로그 (findString windowTitle "Load Envelopes" != undefined): ( format "Load Envelopes 다이얼로그 감지 - 자동 OK 처리\\n" for c in children do( local buttonText = uiAccessor.getWindowText c if buttonText == "OK" do ( UIAccessor.PressButton c format "OK 버튼 자동 클릭 완료\\n" return true ) ) ) -- Match by Name 다이얼로그 (findString windowTitle "Match by Name" != undefined): ( format "Match by Name 다이얼로그 감지 - 자동 처리\\n" for c in children do( if (uiAccessor.getWindowText c) =="Match by Name" do UIAccessor.PressButton c ) ) -- 기타 다이얼로그들 default: ( -- 일반적인 OK 버튼 찾기 for c in children do( local buttonText = uiAccessor.getWindowText c if buttonText == "OK" do ( format "일반 OK 버튼 감지 - 자동 클릭: %\\n" windowTitle UIAccessor.PressButton c return true ) ) ) ) -- 기본 버튼 처리 uiAccessor.pressDefaultButton() true ) else false ) -- Extra Bones 처리 (2단계에서 실행) stepPerf "Extra Bones 처리 시작" local extrasPairs = #() try ( -- ========== 원본 엑스트라 본 유지 방식 ================ local totalExtraCount = 0 for ex in extras do totalExtraCount += ex.count format "\\n=== Extra Bones 처리 시작 ===\\n" format "전체 Extra Bones 개수: %개 (원본 본 그대로 유지)\\n" totalExtraCount if totalExtraCount > 0 then ( bipObj.transform.controller.figureMode = true local idx = 1 for ex in extras do( for i=1 to ex.count do ( local originalBone = ex[i] if not isValidNode originalBone do continue -- 원본 본을 그대로 사용하되, 정리된 이름으로 매핑 local cleanName = substituteString originalBone.name "mixamorig:" "" append extrasPairs (datapair originalBone.name cleanName) append MXPairs (datapair originalBone.name cleanName) format " [%] % → 원본 유지" idx originalBone.name -- 첫 번째 본의 경우 적절한 Biped 부모에 연결 if i==1 then ( local par = originalBone.parent for pair in MXPairs where isValidNode par and par.name==pair.v1 do ( local bipPar = getNodebyName pair.v2 if isValidNode bipPar do ( -- 원본 본을 Biped 부모에 연결 try ( originalBone.parent = bipPar format " (부모: %)\\n" bipPar.name ) catch ( format " (부모 연결 실패: %)\\n" bipPar.name ) exit() ) ) if originalBone.parent == par do format " (부모 연결 안됨)\\n" ) else ( format "\\n" ) idx += 1 ) ) bipObj.transform.controller.figureMode = false format "\\n=== 원본 엑스트라 본 유지 완료 ===\\n" format "- 각도/위치 완벽 보존\\n" format "- 애니메이션 데이터 손실 없음\\n" format "- 스키닝 품질 유지\\n" -- Extra Bones 처리 결과 format "\\n📊 Extra Bones 처리 결과 요약:\\n" format "✅ 총 %개 엑스트라 본 처리 완료\\n" extrasPairs.count format "✅ 모든 엑스트라 본이 원본 위치/각도 유지\\n" format "✅ 위치 변화: 0 (원본 본 그대로 사용)\\n" format "✅ 각도 변화: 0 (원본 각도 그대로 사용)\\n" format "✅ 애니메이션 데이터: 완벽 보존\\n" format "✅ 스키닝 품질: 원본 유지\\n" format "✅ 표준 본: Biped로 대체됨\\n" format "✅ 엑스트라 본: 원본 유지됨\\n" ) else ( format "Extra Bones가 없습니다.\\n" ) -- 단계 데이터 업데이트 STEP_DATA.extrasPairs = extrasPairs stepPerf "Extra Bones 처리 완료" ) catch ( -- Figure Mode 안전하게 해제 try ( bipObj.transform.controller.figureMode = false ) catch () uiOpt.resume() format "❌ Extra Bones 처리 실패: %\\n" (getCurrentException()) return false ) DialogMonitorOPS.Enabled = true DialogMonitorOPS.Interactive =false DialogMonitorOPS.RegisterNotification ShowPopup id:#MixamoToBiped -- 최적화된 스킨 처리 stepPerf "스킨 처리 시작" format "\\n=== 스킨 오브젝트 처리 (최적화 버전) ===\\n" if skinObjects.count > 0 then ( -- 최적화된 스킨 처리 함수 사용 processSkinnedObjectsOptimized skinObjects extrasPairs ) else ( format "처리할 스킨 오브젝트가 없습니다.\\n" ) stepPerf "스킨 처리 완료" format "\\n✅ 모든 스킨 오브젝트 처리 완료 (최적화)\\n" -- 대화상자 모니터 비활성화 DialogMonitorOPS.Enabled = false DialogMonitorOPS.UnRegisterNotification id:#MixamoToBiped -- 모퍼 모디파이어 복원 (간소화) if morpherModifiers.count > 0 do ( format "\\n🎭 모퍼 모디파이어 복원 시작...\\n" -- 모퍼 모디파이어를 다시 추가 for modPair in morpherModifiers do ( local obj = modPair.v1 local morphMod = modPair.v2 addModifier obj morphMod ) format "✅ 모퍼 모디파이어 복원 완료\\n" ) -- 하이브리드 방식: 표준 본은 삭제, 엑스트라 본은 유지 format "\\n=== 믹사모 표준 본 삭제 ===\\n" -- 믹사모 루트 본 다시 찾기 local root = getNodeByName "mixamorig:Hips" if not isValidNode root do ( format "❌ mixamorig:Hips를 찾을 수 없어 표준 본 삭제를 건너뜁니다.\\n" root = undefined ) -- 표준 본들만 선별해서 삭제 (엑스트라 본 제외) local standardBones = #() local allMixamoBones = if isValidNode root then getHierarchy #(root) #() else #() for bone in allMixamoBones do ( if isValidNode bone and findItem MXNames bone.name != 0 then ( appendIfUnique standardBones bone format "- 삭제 예정: %\\n" bone.name ) ) -- 표준 본들 삭제 (안전하게) if standardBones.count > 0 then ( try ( delete standardBones format "✅ %개 표준 본 삭제 완료\\n" standardBones.count ) catch ( format "❌ 표준 본 삭제 중 오류: %\\n" (getCurrentException()) format "일부 본이 삭제되지 않았을 수 있습니다.\\n" ) ) else ( format "삭제할 표준 본이 없습니다. (이미 삭제되었거나 찾을 수 없음)\\n" ) -- 엑스트라 본 이름 정리 (mixamorig: 제거) format "\\n=== 엑스트라 본 이름 정리 ===\\n" local cleanedCount = 0 for i in extrasPairs do( try ( local theObj = getNodeByName i.v1 if isValidNode theObj then ( -- 이름이 아직 mixamorig: 접두사를 포함하고 있는지 확인 if findString theObj.name "mixamorig:" != undefined then ( theObj.name = i.v2 -- 정리된 이름으로 변경 format "- % → %\\n" i.v1 i.v2 cleanedCount += 1 ) else ( format "- % 이미 정리됨 (현재 이름: %)\\n" i.v1 theObj.name ) ) else ( format "- % → 찾을 수 없음\\n" i.v1 ) ) catch ( format "- % → 이름 정리 오류: %\\n" i.v1 (getCurrentException()) ) ) format "✅ %개 엑스트라 본 이름 정리 완료\\n" cleanedCount -- 레이어 설정 (안전하게) format "\\n=== 레이어 설정 ===\\n" try ( local rootLayer = LayerManager.newLayerFromName "CHARACTERS" if rootLayer == undefined do rootLayer = LayerManager.getLayerFromName "CHARACTERS" local charLayer = LayerManager.newLayerFromName (toUpper charName) if charLayer == undefined do charLayer = LayerManager.getLayerFromName (toUpper charName) if charLayer != undefined do charLayer.setParent rootLayer local bipLayer = LayerManager.newLayerFromName (charName+"_BIP") if bipLayer == undefined do bipLayer = LayerManager.getLayerFromName (charName+"_BIP") if bipLayer != undefined and charLayer != undefined do bipLayer.setParent charLayer local GeoLayer = LayerManager.newLayerFromName (charName+"_GEO") if GeoLayer == undefined do GeoLayer = LayerManager.getLayerFromName (charName+"_GEO") if GeoLayer != undefined and charLayer != undefined do ( GeoLayer.setParent charLayer GeoLayer.isfrozen = true ) format "✅ 레이어 설정 완료\\n" ) catch ( format "❌ 레이어 설정 중 오류: %\\n" (getCurrentException()) format "레이어 설정을 건너뜁니다.\\n" ) -- 오브젝트 관리 (안전하게) format "\\n=== 오브젝트 관리 ===\\n" -- 스킨 오브젝트 처리 try ( if skinObjects != undefined and skinObjects.count > 0 then ( for i in skinObjects do ( if isValidNode i do ( try ( i.showFrozenInGray = false local n = i.name if not matchPattern n pattern:(charName+"*") do i.name = charName+"_"+i.name if i.material!=undefined do ( local mtlName = i.material.name if not matchPattern mtlName pattern:(charName+"*") do i.material.name = charName+"_"+mtlName ) if GeoLayer != undefined do GeoLayer.addnode i ) catch ( format "스킨 오브젝트 % 처리 중 오류: %\\n" i.name (getCurrentException()) ) ) ) format "✅ %개 스킨 오브젝트 처리 완료\\n" skinObjects.count ) else ( format "처리할 스킨 오브젝트가 없습니다.\\n" ) ) catch ( format "❌ 스킨 오브젝트 관리 중 오류: %\\n" (getCurrentException()) ) -- Biped 오브젝트 처리 try ( if isValidNode bipObj then ( local allBip = getHierarchy bipObj #() for i in allBip do( if isValidNode i do ( try ( if bipLayer != undefined do bipLayer.addNode i i.name = charName+"_"+i.name i.renderable = false i.boxMode = true ) catch ( format "Biped 오브젝트 % 처리 중 오류: %\\n" i.name (getCurrentException()) ) ) ) format "✅ %개 Biped 오브젝트 처리 완료\\n" allBip.count ) else ( format "❌ Biped 오브젝트를 찾을 수 없습니다.\\n" ) ) catch ( format "❌ Biped 오브젝트 관리 중 오류: %\\n" (getCurrentException()) ) -- 2단계 성공 반환 stepPerf "2단계 완료" -- UI 업데이트 재개 및 최종 화면 갱신 uiOpt.resume() -- 성능 결과 출력 totalPerf format "\\n🎉 2단계 완료! 🎉\\n" format "✅ 스킨 처리 완료\\n" format "✅ 모퍼 복원 완료\\n" format "✅ 정리 작업 완료\\n" format "\\n🎉 전체 변환 완료! 🎉\\n" format "캐릭터: %\\n" charName format "✅ Biped 로컬 축: 표준 유지 (축 뒤틀림 없음)\\n" format "✅ T-Pose 자세: 기존 알고리즘으로 매칭\\n" format "✅ 애니메이션 호환성: 완벽\\n" format "레이어: CHARACTERS > %\\n" (toUpper charName) -- 단계 데이터 정리 STEP_DATA = undefined redrawViews() return true ) catch ( -- 에러 처리: UI 복원 및 에러 메시지 if uiOpt != undefined do uiOpt.resume() format "\\n❌ 2단계 변환 중 오류 발생!\\n" format "오류 내용: %\\n" (getCurrentException()) STEP_DATA = undefined return false ) ) -- ================================== 단계별 변환 UI =============================================== -- 단계별 변환 UI rollout MixamoBipedConverter_UI "Mixamo to Biped 변환기 (단계별)" width:400 height:650 ( -- 제목 및 상태 표시 group "📋 변환 상태" ( label lblStatus "⏳ 준비 대기 중..." style_sunkenedge:true height:25 label lblProgress "" height:20 ) -- 캐릭터 이름 설정 group "⚙️ 설정" ( edittext edtCharName "캐릭터 이름:" text:"" fieldWidth:200 button btnAutoName "자동 이름 생성" width:120 height:25 checkbox chkAlwaysDeform "Always Deform 적용" checked:false ) -- 1단계 버튼 group "🚀 1단계: Biped 생성 및 기본 설정 (빠름)" ( label lbl1Info "• 전처리 및 검증\n• Biped 생성 및 구조 수정\n• 비율 매칭\n• Extra Bones 수집" height:60 style_sunkenedge:true button btnStep1 "1단계 실행" width:350 height:35 color:green ) -- 2단계 버튼 group "⏳ 2단계: Extra Bones + 스킨 처리 (시간 소요)" ( label lbl2Info "• Extra Bones 연결 및 처리\n• 스킨 웨이트 전송 (오래 걸림)\n• 모퍼 모디파이어 복원\n• 원본 본 삭제 및 최종 정리" height:70 style_sunkenedge:true button btnStep2 "2단계 실행" width:350 height:35 color:orange enabled:false ) -- 전체 실행 버튼 group "⚡ 통합 실행" ( button btnFullConvert "전체 변환 (1단계 + 2단계)" width:350 height:30 color:blue ) -- 정보 표시 group "ℹ️ 도움말" ( label lblHelp "1. Mixamo T-Pose FBX를 먼저 임포트하세요\n2. 캐릭터 이름을 설정하세요\n3. 단계별로 실행하거나 전체 실행하세요" height:50 style_sunkenedge:true ) -- 초기화 on MixamoBipedConverter_UI open do ( -- 자동 이름 생성 local randomNum = random 10000 99999 edtCharName.text = "Character" + (randomNum as string) -- Mixamo 오브젝트 확인 local mixamoObjects = $mixamorig* as array if mixamoObjects.count > 0 then ( lblStatus.text = "✅ Mixamo 오브젝트 " + (mixamoObjects.count as string) + "개 발견 - 변환 준비 완료" ) else ( lblStatus.text = "❌ Mixamo 오브젝트를 찾을 수 없음 - FBX 임포트 필요" btnStep1.enabled = false btnFullConvert.enabled = false ) ) -- 자동 이름 생성 on btnAutoName pressed do ( local randomNum = random 10000 99999 edtCharName.text = "Character" + (randomNum as string) ) -- 1단계 실행 on btnStep1 pressed do ( if edtCharName.text == "" do ( messagebox "캐릭터 이름을 입력해주세요!" return false ) lblStatus.text = "⏳ 1단계 실행 중..." btnStep1.enabled = false try ( local result = ConvertMixamoToBiped_Step1 charName:edtCharName.text alwaysDeform:chkAlwaysDeform.checked if result then ( lblStatus.text = "✅ 1단계 완료 - 2단계 실행 가능" btnStep2.enabled = true lblProgress.text = "✅ Biped 생성 및 구조 설정 완료 (Extra Bones는 2단계에서 처리)" ) else ( lblStatus.text = "❌ 1단계 실패" btnStep1.enabled = true ) ) catch ( lblStatus.text = "❌ 1단계 오류 발생" btnStep1.enabled = true messagebox ("1단계 오류: " + (getCurrentException() as string)) ) ) -- 2단계 실행 on btnStep2 pressed do ( lblStatus.text = "⏳ 2단계 실행 중... (시간 소요)" btnStep2.enabled = false try ( local result = ConvertMixamoToBiped_Step2() if result then ( lblStatus.text = "🎉 전체 변환 완료!" lblProgress.text = "🎉 모든 변환 작업 완료!" btnStep1.enabled = true btnStep2.enabled = false ) else ( lblStatus.text = "❌ 2단계 실패" btnStep2.enabled = true ) ) catch ( lblStatus.text = "❌ 2단계 오류 발생" btnStep2.enabled = true messagebox ("2단계 오류: " + (getCurrentException() as string)) ) ) -- 전체 변환 on btnFullConvert pressed do ( if edtCharName.text == "" do ( messagebox "캐릭터 이름을 입력해주세요!" return false ) lblStatus.text = "⏳ 전체 변환 실행 중..." btnFullConvert.enabled = false btnStep1.enabled = false try ( -- 1단계 실행 lblProgress.text = "⏳ 1단계 실행 중..." local result1 = ConvertMixamoToBiped_Step1 charName:edtCharName.text alwaysDeform:chkAlwaysDeform.checked if result1 then ( lblProgress.text = "✅ 1단계 완료 - ⏳ 2단계 실행 중..." -- 2단계 실행 local result2 = ConvertMixamoToBiped_Step2() if result2 then ( lblStatus.text = "🎉 전체 변환 완료!" lblProgress.text = "🎉 모든 변환 작업 완료!" ) else ( lblStatus.text = "❌ 2단계 실패" ) ) else ( lblStatus.text = "❌ 1단계 실패" ) btnFullConvert.enabled = true btnStep1.enabled = true ) catch ( lblStatus.text = "❌ 변환 중 오류 발생" btnFullConvert.enabled = true btnStep1.enabled = true messagebox ("변환 오류: " + (getCurrentException() as string)) ) ) ) -- UI 표시 createDialog MixamoBipedConverter_UI -- 스크립트 로딩 완료 메시지 format "\n✅ MixamoToBiped Converter 로딩 완료!\n" format "단계별 변환 UI가 열렸습니다.\n"