393 lines
16 KiB
C#
393 lines
16 KiB
C#
using UnityEngine;
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using UnityEditor;
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using System.Collections.Generic;
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/// <summary>
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/// 아바타의 휴먼본 이름을 Unity Human Bone 기준으로 변환하는 에디터 툴
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/// 3ds Max Biped이나 다른 본 구조를 Unity 표준 이름으로 변환
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/// </summary>
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public class HumanBoneRenamer : EditorWindow
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{
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private Avatar targetAvatar;
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private GameObject targetGameObject;
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private bool showMapping = false;
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private Vector2 scrollPosition;
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// Unity Human Bone 매핑 테이블
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private static readonly Dictionary<HumanBodyBones, string> humanBoneNames = new Dictionary<HumanBodyBones, string>()
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{
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// Body
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{ HumanBodyBones.Hips, "Hips" },
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{ HumanBodyBones.Spine, "Spine" },
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{ HumanBodyBones.Chest, "Chest" },
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{ HumanBodyBones.UpperChest, "UpperChest" },
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{ HumanBodyBones.Neck, "Neck" },
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{ HumanBodyBones.Head, "Head" },
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// Left Arm
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{ HumanBodyBones.LeftShoulder, "LeftShoulder" },
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{ HumanBodyBones.LeftUpperArm, "LeftUpperArm" },
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{ HumanBodyBones.LeftLowerArm, "LeftLowerArm" },
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{ HumanBodyBones.LeftHand, "LeftHand" },
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// Right Arm
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{ HumanBodyBones.RightShoulder, "RightShoulder" },
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{ HumanBodyBones.RightUpperArm, "RightUpperArm" },
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{ HumanBodyBones.RightLowerArm, "RightLowerArm" },
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{ HumanBodyBones.RightHand, "RightHand" },
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// Left Leg
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{ HumanBodyBones.LeftUpperLeg, "LeftUpperLeg" },
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{ HumanBodyBones.LeftLowerLeg, "LeftLowerLeg" },
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{ HumanBodyBones.LeftFoot, "LeftFoot" },
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{ HumanBodyBones.LeftToes, "LeftToes" },
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// Right Leg
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{ HumanBodyBones.RightUpperLeg, "RightUpperLeg" },
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{ HumanBodyBones.RightLowerLeg, "RightLowerLeg" },
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{ HumanBodyBones.RightFoot, "RightFoot" },
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{ HumanBodyBones.RightToes, "RightToes" },
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// Left Hand Fingers
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{ HumanBodyBones.LeftThumbProximal, "LeftThumbProximal" },
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{ HumanBodyBones.LeftThumbIntermediate, "LeftThumbIntermediate" },
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{ HumanBodyBones.LeftThumbDistal, "LeftThumbDistal" },
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{ HumanBodyBones.LeftIndexProximal, "LeftIndexProximal" },
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{ HumanBodyBones.LeftIndexIntermediate, "LeftIndexIntermediate" },
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{ HumanBodyBones.LeftIndexDistal, "LeftIndexDistal" },
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{ HumanBodyBones.LeftMiddleProximal, "LeftMiddleProximal" },
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{ HumanBodyBones.LeftMiddleIntermediate, "LeftMiddleIntermediate" },
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{ HumanBodyBones.LeftMiddleDistal, "LeftMiddleDistal" },
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{ HumanBodyBones.LeftRingProximal, "LeftRingProximal" },
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{ HumanBodyBones.LeftRingIntermediate, "LeftRingIntermediate" },
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{ HumanBodyBones.LeftRingDistal, "LeftRingDistal" },
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{ HumanBodyBones.LeftLittleProximal, "LeftLittleProximal" },
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{ HumanBodyBones.LeftLittleIntermediate, "LeftLittleIntermediate" },
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{ HumanBodyBones.LeftLittleDistal, "LeftLittleDistal" },
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// Right Hand Fingers
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{ HumanBodyBones.RightThumbProximal, "RightThumbProximal" },
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{ HumanBodyBones.RightThumbIntermediate, "RightThumbIntermediate" },
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{ HumanBodyBones.RightThumbDistal, "RightThumbDistal" },
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{ HumanBodyBones.RightIndexProximal, "RightIndexProximal" },
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{ HumanBodyBones.RightIndexIntermediate, "RightIndexIntermediate" },
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{ HumanBodyBones.RightIndexDistal, "RightIndexDistal" },
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{ HumanBodyBones.RightMiddleProximal, "RightMiddleProximal" },
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{ HumanBodyBones.RightMiddleIntermediate, "RightMiddleIntermediate" },
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{ HumanBodyBones.RightMiddleDistal, "RightMiddleDistal" },
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{ HumanBodyBones.RightRingProximal, "RightRingProximal" },
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{ HumanBodyBones.RightRingIntermediate, "RightRingIntermediate" },
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{ HumanBodyBones.RightRingDistal, "RightRingDistal" },
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{ HumanBodyBones.RightLittleProximal, "RightLittleProximal" },
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{ HumanBodyBones.RightLittleIntermediate, "RightLittleIntermediate" },
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{ HumanBodyBones.RightLittleDistal, "RightLittleDistal" }
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};
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[MenuItem("Tools/Human Bone Renamer")]
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public static void ShowWindow()
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{
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GetWindow<HumanBoneRenamer>("Human Bone Renamer");
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}
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private void OnGUI()
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{
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GUILayout.Label("Human Bone Renamer", EditorStyles.boldLabel);
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GUILayout.Label("아바타의 휴먼본 이름을 Unity 표준으로 변환", EditorStyles.helpBox);
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EditorGUILayout.Space();
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// 아바타 또는 GameObject 참조
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.LabelField("Target:", GUILayout.Width(60));
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targetAvatar = EditorGUILayout.ObjectField(targetAvatar, typeof(Avatar), false) as Avatar;
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.LabelField("또는:", GUILayout.Width(60));
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targetGameObject = EditorGUILayout.ObjectField(targetGameObject, typeof(GameObject), true) as GameObject;
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.Space();
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// 매핑 정보 표시 토글
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showMapping = EditorGUILayout.Foldout(showMapping, "매핑 정보 보기");
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if (showMapping)
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{
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ShowMappingInfo();
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}
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EditorGUILayout.Space();
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// 변환 버튼들
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EditorGUILayout.BeginHorizontal();
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GUI.enabled = (targetAvatar != null || targetGameObject != null);
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if (GUILayout.Button("휴먼본 이름 변환", GUILayout.Height(30)))
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{
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RenameHumanBones();
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}
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if (GUILayout.Button("미리보기", GUILayout.Height(30)))
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{
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PreviewRenaming();
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}
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GUI.enabled = true;
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.Space();
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// 도움말
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EditorGUILayout.HelpBox(
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"사용법:\n" +
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"1. Avatar 또는 GameObject를 참조해주세요\n" +
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"2. '미리보기'로 변경될 이름을 확인하세요\n" +
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"3. '휴먼본 이름 변환'을 클릭하여 실행하세요\n\n" +
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"지원하는 본 구조:\n" +
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"• 3ds Max Biped (Bip001 Pelvis, etc.)\n" +
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"• Mixamo 본 구조\n" +
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"• 기타 휴머노이드 본 구조",
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MessageType.Info);
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}
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private void ShowMappingInfo()
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{
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scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition, GUILayout.Height(200));
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EditorGUILayout.LabelField("Unity Human Bone 목록:", EditorStyles.boldLabel);
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foreach (var bone in humanBoneNames)
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{
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if (bone.Key != HumanBodyBones.LastBone)
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{
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.LabelField(bone.Key.ToString(), GUILayout.Width(200));
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EditorGUILayout.LabelField("→", GUILayout.Width(20));
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EditorGUILayout.LabelField(bone.Value);
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EditorGUILayout.EndHorizontal();
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}
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}
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EditorGUILayout.EndScrollView();
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}
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private void PreviewRenaming()
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{
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var bones = GetHumanBones();
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if (bones.Count == 0)
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{
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EditorUtility.DisplayDialog("오류", "휴먼본을 찾을 수 없습니다.", "확인");
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return;
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}
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string preview = "변경될 본 이름:\n\n";
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int changeCount = 0;
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foreach (var bone in bones)
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{
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if (humanBoneNames.TryGetValue(bone.Key, out string newName))
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{
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if (bone.Value.name != newName)
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{
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preview += $"{bone.Value.name} → {newName}\n";
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changeCount++;
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}
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}
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}
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if (changeCount == 0)
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{
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preview += "변경할 본이 없습니다. (이미 Unity 표준 이름)";
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}
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else
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{
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preview = $"총 {changeCount}개 본 이름이 변경됩니다:\n\n" + preview;
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}
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EditorUtility.DisplayDialog("미리보기", preview, "확인");
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}
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private void RenameHumanBones()
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{
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var bones = GetHumanBones();
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if (bones.Count == 0)
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{
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EditorUtility.DisplayDialog("오류", "휴먼본을 찾을 수 없습니다.", "확인");
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return;
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}
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// Undo 등록
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var transforms = new List<Transform>();
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foreach (var bone in bones)
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{
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transforms.Add(bone.Value);
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}
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Undo.RecordObjects(transforms.ToArray(), "Rename Human Bones");
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int changeCount = 0;
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foreach (var bone in bones)
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{
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if (humanBoneNames.TryGetValue(bone.Key, out string newName))
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{
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if (bone.Value.name != newName)
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{
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Debug.Log($"[Human Bone Renamer] {bone.Value.name} → {newName}");
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bone.Value.name = newName;
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changeCount++;
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}
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}
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}
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if (changeCount > 0)
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{
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EditorUtility.DisplayDialog("완료", $"{changeCount}개 휴먼본의 이름이 Unity 표준으로 변경되었습니다.", "확인");
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// Scene을 Dirty로 마킹
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if (targetGameObject != null)
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{
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EditorUtility.SetDirty(targetGameObject);
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}
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}
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else
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{
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EditorUtility.DisplayDialog("정보", "변경할 본이 없습니다. 이미 Unity 표준 이름을 사용하고 있습니다.", "확인");
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}
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}
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private Dictionary<HumanBodyBones, Transform> GetHumanBones()
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{
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Dictionary<HumanBodyBones, Transform> bones = new Dictionary<HumanBodyBones, Transform>();
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if (targetAvatar != null)
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{
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// Avatar에서 휴먼본 가져오기
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if (targetAvatar.isHuman)
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{
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var humanDescription = targetAvatar.humanDescription;
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foreach (var humanBone in humanDescription.human)
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{
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if (System.Enum.TryParse<HumanBodyBones>(humanBone.humanName, out HumanBodyBones boneType))
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{
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// Avatar의 경우 직접 Transform을 가져올 수 없으므로 GameObject를 통해 찾아야 함
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// 이 경우 GameObject도 함께 제공해야 함
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}
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}
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}
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}
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if (targetGameObject != null)
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{
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// GameObject에서 Animator를 찾아서 휴먼본 가져오기
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Animator animator = targetGameObject.GetComponent<Animator>();
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if (animator != null && animator.avatar != null && animator.avatar.isHuman)
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{
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foreach (HumanBodyBones boneType in System.Enum.GetValues(typeof(HumanBodyBones)))
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{
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if (boneType != HumanBodyBones.LastBone)
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{
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Transform boneTransform = animator.GetBoneTransform(boneType);
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if (boneTransform != null)
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{
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bones[boneType] = boneTransform;
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}
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}
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}
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}
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else
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{
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// Animator가 없거나 휴먼 아바타가 아닌 경우, 이름으로 추측해서 찾기
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bones = FindBonesbyName(targetGameObject.transform);
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}
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}
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return bones;
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}
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private Dictionary<HumanBodyBones, Transform> FindBonesbyName(Transform root)
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{
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Dictionary<HumanBodyBones, Transform> bones = new Dictionary<HumanBodyBones, Transform>();
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Transform[] allTransforms = root.GetComponentsInChildren<Transform>();
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// 3ds Max Biped 매핑
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Dictionary<string, HumanBodyBones> bipedMapping = new Dictionary<string, HumanBodyBones>()
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{
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// Body
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{ "Bip001 Pelvis", HumanBodyBones.Hips },
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{ "Bip001 Spine", HumanBodyBones.Spine },
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{ "Bip001 Spine1", HumanBodyBones.Chest },
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{ "Bip001 Neck", HumanBodyBones.Neck },
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{ "Bip001 Head", HumanBodyBones.Head },
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// Left Arm
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{ "Bip001 L Clavicle", HumanBodyBones.LeftShoulder },
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{ "Bip001 L UpperArm", HumanBodyBones.LeftUpperArm },
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{ "Bip001 L Forearm", HumanBodyBones.LeftLowerArm },
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{ "Bip001 L Hand", HumanBodyBones.LeftHand },
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// Right Arm
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{ "Bip001 R Clavicle", HumanBodyBones.RightShoulder },
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{ "Bip001 R UpperArm", HumanBodyBones.RightUpperArm },
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{ "Bip001 R Forearm", HumanBodyBones.RightLowerArm },
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{ "Bip001 R Hand", HumanBodyBones.RightHand },
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// Left Leg
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{ "Bip001 L Thigh", HumanBodyBones.LeftUpperLeg },
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{ "Bip001 L Calf", HumanBodyBones.LeftLowerLeg },
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{ "Bip001 L Foot", HumanBodyBones.LeftFoot },
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{ "Bip001 L Toe0", HumanBodyBones.LeftToes },
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// Right Leg
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{ "Bip001 R Thigh", HumanBodyBones.RightUpperLeg },
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{ "Bip001 R Calf", HumanBodyBones.RightLowerLeg },
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{ "Bip001 R Foot", HumanBodyBones.RightFoot },
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{ "Bip001 R Toe0", HumanBodyBones.RightToes },
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// Left Hand Fingers
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{ "Bip001 L Finger0", HumanBodyBones.LeftThumbProximal },
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{ "Bip001 L Finger01", HumanBodyBones.LeftThumbIntermediate },
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{ "Bip001 L Finger02", HumanBodyBones.LeftThumbDistal },
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{ "Bip001 L Finger1", HumanBodyBones.LeftIndexProximal },
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{ "Bip001 L Finger11", HumanBodyBones.LeftIndexIntermediate },
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{ "Bip001 L Finger12", HumanBodyBones.LeftIndexDistal },
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{ "Bip001 L Finger2", HumanBodyBones.LeftMiddleProximal },
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{ "Bip001 L Finger21", HumanBodyBones.LeftMiddleIntermediate },
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{ "Bip001 L Finger22", HumanBodyBones.LeftMiddleDistal },
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{ "Bip001 L Finger3", HumanBodyBones.LeftRingProximal },
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{ "Bip001 L Finger31", HumanBodyBones.LeftRingIntermediate },
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{ "Bip001 L Finger32", HumanBodyBones.LeftRingDistal },
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{ "Bip001 L Finger4", HumanBodyBones.LeftLittleProximal },
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{ "Bip001 L Finger41", HumanBodyBones.LeftLittleIntermediate },
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{ "Bip001 L Finger42", HumanBodyBones.LeftLittleDistal },
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// Right Hand Fingers
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{ "Bip001 R Finger0", HumanBodyBones.RightThumbProximal },
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{ "Bip001 R Finger01", HumanBodyBones.RightThumbIntermediate },
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{ "Bip001 R Finger02", HumanBodyBones.RightThumbDistal },
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{ "Bip001 R Finger1", HumanBodyBones.RightIndexProximal },
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{ "Bip001 R Finger11", HumanBodyBones.RightIndexIntermediate },
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{ "Bip001 R Finger12", HumanBodyBones.RightIndexDistal },
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{ "Bip001 R Finger2", HumanBodyBones.RightMiddleProximal },
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{ "Bip001 R Finger21", HumanBodyBones.RightMiddleIntermediate },
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{ "Bip001 R Finger22", HumanBodyBones.RightMiddleDistal },
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{ "Bip001 R Finger3", HumanBodyBones.RightRingProximal },
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{ "Bip001 R Finger31", HumanBodyBones.RightRingIntermediate },
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{ "Bip001 R Finger32", HumanBodyBones.RightRingDistal },
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{ "Bip001 R Finger4", HumanBodyBones.RightLittleProximal },
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{ "Bip001 R Finger41", HumanBodyBones.RightLittleIntermediate },
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{ "Bip001 R Finger42", HumanBodyBones.RightLittleDistal }
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};
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// 이름으로 본 찾기
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foreach (Transform t in allTransforms)
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{
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if (bipedMapping.TryGetValue(t.name, out HumanBodyBones boneType))
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{
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bones[boneType] = t;
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}
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}
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return bones;
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}
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} |