/* MixamoToBiped Converter - No Axis Twist Version Extracted from TOOLS_MixamoToBiped_v1.0.51.ms 이 스크립트는 Mixamo T-Pose 아바타를 3ds Max Biped으로 변환합니다. 🎯 특징 (축 변환 제거 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 사용법: 1. Mixamo T-Pose FBX 파일을 임포트 2. 스크립트 실행 (자동으로 변환 시작) Author: Based on Ishak Suryo Laksono's work Modified: Removed MapTMAxis calls to preserve Biped local axes */ -- ================================== 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 global footDegree = 50 global flipThreshold = 178 -- ================================== 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)))) ) 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 local endPoint = rigObj.children[1].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 degree:footDegree =( local isSetKey = not figureMode local RigTM = rigObj.transform local bipTM = rotateYmatrix (90)* RigTM local bipTM = rotateZmatrix degree*bipTM -- #SET ROTATION biped.setTransform BipObj #rotation bipTM.rotationpart isSetKey biped.setTransform BipObj #pos RigTM.row4 isSetKey -- SET SCALE (ONLY IN FIGURE MODE) if figureMode do( local toeTM = copy rigTM local p1 = rigObj.children[1].pos toeTM.row4 = p1 local v = rigTM.row2*-1 local p2 = rigTM.row4*inverse toeTM local rotTM = RotateXMatrix degree*toeTM p2 *= rotTM local v = p2-p1 local p3 = pointLineProj p2 p1 RigTM.row4 local len = (length v ) local height = length (p2-RigTM.row4) biped.setTransform bipObj #scale [height,len,len*0.6] isSetKey ) ) fn AlignArm BipUpperArm MxUpperArm side:"R" FigureMode:false TPose:false = ( local createKey = not FigureMode local BipLowerArm = BipUpperArm.children[1] local 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 midFing = MxHand.children[3] if isvalidNode midFing then len = distance MxHand MxHand.children[3] else 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 local BipLoweLeg = BipUpperLeg.children[1] local BipFoot = BipLoweLeg.children[1] local MxLowerLeg = MxUpperLeg.children[1] local 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=( local bip2 = BipNode.children[1] local bip3 = bip2.children[1] local BipNodes = #(BipNode,bip2,bip3) local MX2 = MXNode.children[1] local MX3 = MX2.children[1] local MX4 = MX3.children[1] local MXNodes = #(MXNode,MX2,MX3,MX4) if figureMode then( for i=1 to 3 where isvalidNode MXNodes[i] do( -- 단순 크기 조정만 (축 변환 제거) if isValidNode MXNodes[i+1] then len = distance MXNodes[i] MXNodes[i+1] else len = distance MXNodes[i] MXNodes[i].parent biped.setTransform BipNodes[i] #scale [len,len,len] false -- 첫 번째 관절만 위치 설정 if i==1 do biped.setTransform BipNodes[i] #pos MXNodes[i].transform.row4 false ) -- 손가락 펴기: 좌우손 엄지/다른손가락 하드코딩 처리 try ( local isThumb = (findString BipNode.name "Finger0" != undefined) local isLeftHand = (findString BipNode.name " L " != undefined) or (findString BipNode.name "Left" != undefined) -- === 왼손 엄지 === 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 ) -- === 오른손 엄지 === 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 ) -- === 왼손 다른 손가락들 === 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 ) -- === 오른손 다른 손가락들 === 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 ) ) catch() ) -- Animation Mode에서는 회전 조정 안함 (축 변환 제거) ) fn BipToRigProportion bipNodes rigNodes TPose:false =( footDegree = findFootAngle() matchIndexes = #{1..(bipNodes.count)} bipctl = bipNodes[1].transform.controller bipctl.figureMode = true 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): ( rigNodeEnd = rigNode.children[1] 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*"):( rigNodeEnd = rigNode.children[1] if isvalidNode rigNodeEnd do( -- Toe: 크기와 위치만 조정, 축 변환 제거 dist = distance rigNode rigNodeEnd biped.setTransform bipNode #scale [dist,dist*0.2,dist] 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 ) ) ) bipctl.figureMode = false ) fn getNumFingers = ( local counts = #(0,0) local lHand = (getNodeByName "mixamorig:LeftHand") local rHand = (getNodeByName "mixamorig:RightHand") if isValidnode lHand do counts[1] = lHand.children.count if isValidnode rHand do counts[2] = rHand.children.count amax counts ) 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 ) -- ================================== 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 =============================================== fn ConvertMixamoToBiped charName:"Character001" alwaysDeform:false =( /* Mixamo T-Pose 아바타를 Biped으로 변환하는 메인 함수 매개변수: - charName: 캐릭터 이름 (기본값: "Character001") - alwaysDeform: 스킨 Always Deform 설정 (기본값: false) 반환값: - 성공 시 true, 실패 시 false */ if charName=="" do( messagebox "please insert Character Name" return false ) -- 이름 정리 및 검증 CleanNames() local root = getNodeByName"mixamorig:Hips" if not isValidNode root do ( format "[ERROR] mixamorig:Hips not found!\n" return false ) -- 리그 유효성 검증 if not SanityCheck() do ( format "[ERROR] Sanity check failed!\n" return false ) local hrc = getHierarchy #(root) #() -- 추가 본들 수집 및 메인에서 제외 local extras = GetExtras root 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 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 for obj in morpherObjects do ( -- 모퍼 모디파이어를 임시로 제거하고 저장 local morphMod = obj.modifiers[#Morpher] append morpherModifiers (datapair obj morphMod) deleteModifier obj morphMod ) -- 믹사모 리그 구조 분석 local mxNodes = getRigStructures() local mx_Obj = $mixamorig* local height = mx_Obj.max[3] local numfingers = getNumFingers() -- 바이패드 생성 format "=== BIPED 생성 디버그 ===\\n" format "spineSegments: %\\n" spineSegments format "height: %\\n" height format "numfingers: %\\n" numfingers local bipObj = createBip height spine:spineSegments fingers:numfingers -- 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 -- 비율 매칭 BipToRigProportion bipedNodes mxNodes TPose:true -- 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") -- 추가 본들 생성 (선택사항) local extrasPairs = #() -- ========== 원본 엑스트라 본 유지 방식 ================ local totalExtraCount = 0 for ex in extras do totalExtraCount += ex.count format "전체 Extra Bones 개수: %개 (원본 본 그대로 유지)\\n" totalExtraCount 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 생성 후 최종 구조 확인 format "\\n=== Extra Bones 생성 후 최종 구조 ===\\n" local pelvis_final = biped.getNode bipObj #pelvis link:1 local spine1_final = biped.getNode bipObj #spine link:1 local lthigh_final = biped.getNode bipObj #lleg link:1 local lclavicle_final = biped.getNode bipObj #larm link:1 local neck_final = biped.getNode bipObj #neck link:1 format "Pelvis: % (부모: %)\\n" pelvis_final.name (if pelvis_final.parent != undefined then pelvis_final.parent.name else "없음") format "Spine1: % (부모: %)\\n" spine1_final.name (if spine1_final.parent != undefined then spine1_final.parent.name else "없음") format "LThigh: % (부모: %)\\n" lthigh_final.name (if lthigh_final.parent != undefined then lthigh_final.parent.name else "없음") format "LClavicle: % (부모: %)\\n" lclavicle_final.name (if lclavicle_final.parent != undefined then lclavicle_final.parent.name else "없음") format "Neck: % (부모: %)\\n" neck_final.name (if neck_final.parent != undefined then neck_final.parent.name else "없음") -- 하이브리드 방식: 엑스트라 본 처리 결과 if extrasPairs.count > 0 then ( 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" ) format "================================\\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 ) DialogMonitorOPS.Enabled = true DialogMonitorOPS.Interactive =false DialogMonitorOPS.RegisterNotification ShowPopup id:#MixamoToBiped local pth = GetDir #export -- 하이브리드 방식: 표준 본은 Biped로, 엑스트라 본은 원본으로 format "\\n=== 스킨 오브젝트 처리 (Biped + 엑스트라 본) ===\\n" for i in skinObjects do( format "처리 중: %\\n" i.name local skn = i.modifiers["skin"] local n = i.name+"_skin.env" local f = (pth+"\\"+n) -- 기존 스킨 데이터 저장 if skn != undefined then ( skinOps.saveEnvelope skn f format "- 기존 스킨 데이터 저장: %\\n" f ) -- 페어 가져오기 (표준 본 + 엑스트라 본) local pairs = GetSkinPairs i extra:extrasPairs format "- 매핑된 본 쌍: %개\\n" pairs.count 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 i skn2 select i max modify mode modPanel.setCurrentObject skn2 -- Biped 본들과 엑스트라 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 (저장된 것이 있는 경우) if doesFileExist f then ( skinOps.loadEnvelope skn2 f format "- 스킨 데이터 로드 완료\\n" ) maxOps.CollapseNodeTo i 2 true -- 이름 원래대로 되돌리기 for j in pairs do ( obj1 = getNodeByName j.v1 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 format "- % 처리 완료\\n" i.name ) format "\\n✅ 모든 스킨 오브젝트 처리 완료 (Biped + 엑스트라)\\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" -- 표준 본들만 선별해서 삭제 (엑스트라 본 제외) local standardBones = #() local allMixamoBones = getHierarchy #(root) #() 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 if standardBones.count > 0 then ( delete standardBones format "✅ %개 표준 본 삭제 완료\\n" standardBones.count ) -- 엑스트라 본 이름 정리 (mixamorig: 제거) format "\\n=== 엑스트라 본 이름 정리 ===\\n" for i in extrasPairs do( local theObj = getNodeByName i.v1 if isValidNode theObj then ( theObj.name = i.v2 -- 이미 정리된 이름으로 변경 format "- % → %\\n" i.v1 i.v2 ) ) -- 레이어 설정 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 charName charLayer.setParent rootLayer local bipLayer = LayerManager.newLayerFromName (charName+"_BIP") if bipLayer == undefined do bipLayer = LayerManager.getLayerFromName (charName+"_BIP") bipLayer.setParent charLayer local GeoLayer = LayerManager.newLayerFromName (charName+"_GEO") if GeoLayer == undefined do GeoLayer = LayerManager.getLayerFromName (charName+"_GEO") GeoLayer.setParent charLayer GeoLayer.isfrozen =true -- 오브젝트 관리 for i in skinObjects do ( i.showFrozenInGray = false local n = i.name if not matchPattern n pattern:(charName+"*") do i.name = charName+"_"+i.name if i.material!=undefined do ( mtlName = i.material.name if not matchPattern mtlName pattern:(charName+"*") do i.material.name = charName+"_"+mtlName ) GeoLayer.addnode i ) local allBip = getHierarchy bipObj #() for i in allBip do( bipLayer.addNode i i.name = charName+"_"+i.name i.renderable =false i.boxMode = true ) -- 성공 반환 format "[SUCCESS] Mixamo to Biped conversion completed for: %\n" charName redrawViews() true ) -- ================================== 자동 실행 =============================================== -- 스크립트 로딩 완료 후 바로 변환 시작 format "\n✅ MixamoToBiped Converter 로딩 완료!\n" format "자동으로 변환을 시작합니다...\n\n" try ( format "=== Mixamo to Biped 자동 변환기 ===\n" -- Mixamo 오브젝트 확인 local mixamoObjects = $mixamorig* as array if mixamoObjects.count > 0 then ( format "Mixamo 오브젝트 발견: %개\n" mixamoObjects.count -- 캐릭터 이름 자동 생성 (랜덤 번호 기반) local randomNum = random 10000 99999 local charName = "Character" + (randomNum as string) format "기본 이름 사용: %\n" charName format "변환 시작: %\n" charName format "=================================\n" -- 변환 실행 try ( local result = ConvertMixamoToBiped charName:charName if result then ( format "\n🎉 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) redrawViews() ) else ( format "\n❌ 변환 실패!\n" format "Mixamo 리그 구조를 확인해주세요.\n" ) ) catch ( format "\n❌ 변환 중 오류 발생!\n" format "오류 내용: %\n" (getCurrentException()) ) ) else ( format "\n⚠️ Mixamo 오브젝트를 찾을 수 없습니다!\n" format "1. Mixamo T-Pose FBX 파일을 먼저 임포트해주세요.\n" format "2. 임포트 후 이 스크립트를 다시 실행하세요.\n" format "\n사용법:\n" format "1. File > Import > Mixamo T-Pose FBX 선택\n" format "2. 스크립트 실행 (자동으로 변환 시작)\n" format "3. 자동 변환 완료! ✨\n" ) ) catch ( format "❌ 스크립트 실행 중 심각한 오류 발생!\n" format "오류 내용: %\n" (getCurrentException()) )