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Iglesias/Human Animations/Scripts/SpineProxy.cs b/Assets/Kevin Iglesias/Human Animations/Scripts/SpineProxy.cs new file mode 100644 index 0000000..41c853c --- /dev/null +++ b/Assets/Kevin Iglesias/Human Animations/Scripts/SpineProxy.cs @@ -0,0 +1,65 @@ +// -- SPINE PROXY 1.0 | Kevin Iglesias -- +// This script ensures correct animation display when mixing upper and lower body animations using Unity Avatar Masks. +// Attach this script to the 'B-spineProxy' transform, which is a sibling of the 'B-hips' bone. +// In the 'originalSpine' field, assign the 'B-spine' bone (child of 'B-hips' and parent of 'B-chest'). +// By default it will automatically find the 'B-spine' and assign it to the 'originalSpine' field (OnValidate). +// When using a different character rig, manually assign the corresponding spine bone to the 'originalSpine' field and recreate +// 'Rig > B-root > B-spine' structure in your character hierarchy with empty GameObjects. + +// More information: https://www.keviniglesias.com/spine-proxy.html +// Contact Support: support@keviniglesias.com + +using UnityEngine; + +namespace KevinIglesias +{ + public class SpineProxy : MonoBehaviour + { + //Assign 'B-spine' (or equivalent) here: + [SerializeField] private Transform originalSpine; + + private Quaternion rotationOffset = Quaternion.identity; + +#if UNITY_EDITOR + //Attempting to find the original spine bone. + void OnValidate() + { + if(originalSpine == null) + { + Transform parent = transform.parent; + if(parent != null) + { + Transform hips = parent.Find("B-hips"); + if(hips != null) + { + Transform spine = hips.Find("B-spine"); + if(spine != null) + { + originalSpine = spine; + } + } + } + } + } +#endif + + //Match correct orientation on different character rigs + void Awake() + { + if(originalSpine != null) + {//originalSpine.rotation must be the default rotation in your character T-pose when this happens: + rotationOffset = Quaternion.Inverse(transform.rotation) * originalSpine.rotation; + } + } + + //Copy rotations from spine proxy bone to the original spine bone. + void LateUpdate() + { + if(originalSpine == null) + { + return; + } + originalSpine.rotation = transform.rotation * rotationOffset; + } + } +} diff --git a/Assets/Kevin Iglesias/Human Animations/Scripts/SpineProxy.cs.meta b/Assets/Kevin Iglesias/Human Animations/Scripts/SpineProxy.cs.meta new file mode 100644 index 0000000..b8e6783 --- /dev/null +++ b/Assets/Kevin Iglesias/Human Animations/Scripts/SpineProxy.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: dd95fd526fbaddd4e96feb1b5b051f7f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 157920 + packageName: Human Crafting Animations FREE + packageVersion: 2.2 + assetPath: Assets/Kevin Iglesias/Human Animations/Scripts/SpineProxy.cs + uploadId: 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Iglesias/Human Animations/Unity Demo Scenes/Human Basic + Motions/Prefabs/Human_BasicMotionsDummy_M.prefab + uploadId: 908942 diff --git a/Assets/Kevin Iglesias/Human Animations/Unity Demo Scenes/Human Basic Motions/Script.meta b/Assets/Kevin Iglesias/Human Animations/Unity Demo Scenes/Human Basic Motions/Script.meta new file mode 100644 index 0000000..b9d2d31 --- /dev/null +++ b/Assets/Kevin Iglesias/Human Animations/Unity Demo Scenes/Human Basic Motions/Script.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 303fee22b3d6f2f4d941430abb76c454 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Kevin Iglesias/Human Animations/Unity Demo Scenes/Human Basic Motions/Script/HumanBasicMotionsDemo.cs b/Assets/Kevin Iglesias/Human Animations/Unity Demo Scenes/Human Basic Motions/Script/HumanBasicMotionsDemo.cs new file mode 100644 index 0000000..489d9de --- /dev/null +++ b/Assets/Kevin Iglesias/Human Animations/Unity Demo Scenes/Human Basic Motions/Script/HumanBasicMotionsDemo.cs @@ -0,0 +1,1187 @@ +//This script is for demo purposes only and is not required for the animations to work. +//Human Basic Motions +//Kevin Iglesias +//www.keviniglesias.com + +using UnityEngine; +using UnityEngine.UI; +using System.Collections.Generic; + + +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace KevinIglesias +{ + [System.Serializable] + public class AnimationEntry + { + public string displayName; + public string folderName; + public string folderPath; + public int folderLevel; + public AnimationClip clip; + public GameObject[] prop; + public bool disableSpineProxy; + [HideInInspector] public Button animationButton; + } + + [System.Serializable] + public class CharacterEntry + { + public GameObject characterObject; + public Transform characterTransform; + public Animator animator; + public Transform leftFoot; + public Transform rightFoot; + [HideInInspector] public Transform spineProxyBone; + [HideInInspector] public Button characterButton; + } + + public class HumanBasicMotionsDemo : MonoBehaviour + { + [Header("Camera")] + [SerializeField] private Transform cameraPivot; + [SerializeField] private Camera targetCamera; + [SerializeField] private float zoomStep = 5f; + [SerializeField] private float minFOV = 35f; + [SerializeField] private float maxFOV = 75f; + [SerializeField] private float rotationSpeed = 120f; + private float rotationInput = 0f; + + [Header("Base")] + [SerializeField] private Transform baseT; + [SerializeField] private Material baseMaterial; + [SerializeField] private float baseTreadmillMultiplier = 0.5f; + private float baseOffsetX; + private float baseOffsetY; + private float baseUVRotation; + + [Header("Shadow")] + [SerializeField] private Transform shadowT; + [SerializeField] private SpriteRenderer shadowSprite; + [SerializeField] private float shadowFloorY = 0.001f; + [SerializeField] private float groundedScale = 0.6f; + [SerializeField] private float groundedAlpha = 0.78f; + [SerializeField] private float maxJumpHeight = 1f; + [SerializeField] private float airScale = 1f; + [SerializeField] private float airAlpha = 0.05f; + private Transform currentLeftFoot; + private Transform currentRightFoot; + [SerializeField] private float shadowFootPadding = 0.35f; + [SerializeField] private float shadowMinScale = 0.75f; + [SerializeField] private float shadowMaxScale = 2.25f; + + [Header("Background")] + [SerializeField] private Material backgroundMaterial; + [SerializeField] private Vector3 backgroundLightDir = new Vector3(0f, -0.1f, 1f); + + [Header("UI")] + [SerializeField] private Transform zoomIn; + [SerializeField] private Transform zoomOut; + [SerializeField] private Transform leftArrow; + [SerializeField] private Transform rightArrow; + [SerializeField] private Color normalButtonColor = Color.white; + [SerializeField] private Color selectedButtonColor = Color.black; + [SerializeField] private Color normalTextColor = Color.black; + [SerializeField] private Color selectedTextColor = Color.white; + [SerializeField] private Vector3 normalScale = Vector3.one; + [SerializeField] private Vector3 pressedScale = Vector3.one * 0.85f; + + [Header("Characters")] + [SerializeField] private CharacterEntry[] availableCharacters; + [SerializeField] private int currentCharacterIndex = 0; + [SerializeField] private GameObject characterUIPrefab; + [SerializeField] private Transform charactersUIRoot; + [SerializeField] private Transform character; + [SerializeField] private Animator animator; + private Button currentSelectedCharacterButton; + private bool characterInitialized = false; + + [Header("Animations")] + [SerializeField] private AnimationEntry[] availableAnimations; + [SerializeField] private Text currentAnimationText; + [SerializeField] private Text currentAnimationFolderText; + [SerializeField] private Transform animationsUIRoot; + [SerializeField] private GameObject folderButtonPrefab; + [SerializeField] private GameObject animationUIPrefab; + [SerializeField] private string currentAnimationName; + [SerializeField] private string currentUpperAnimationName; + private int baseAnimationToPlay = 0; + private int upperAnimationToPlay = -1; + private AnimatorOverrideController overrideController; + private string currentFolder = ""; + private Button currentSelectedAnimationButton; + private GameObject[] currentBaseProps; + private GameObject[] currentUpperProps; + [SerializeField] private int animationType = 0; + [SerializeField] private Button baseTypeButton; + [SerializeField] private Button upperTypeButton; + + ///UNITY DEFAULT FUNCTIONS + private void Start() + { + ResetBase(); + + CreateAnimationButtons(); + CreateCharacterButtons(); + + if(availableCharacters != null && availableCharacters.Length > 0) + { + overrideController = new AnimatorOverrideController(availableCharacters[0].animator.runtimeAnimatorController); + } + + for(int i = 0; i < availableCharacters.Length; i++) + { + if(availableCharacters[i].characterObject != null) + { + availableCharacters[i].characterObject.SetActive(false); + + Transform[] transforms = availableCharacters[i].characterObject.GetComponentsInChildren(true); + + foreach(Transform t in transforms) + { + if (t.name == "B-spineProxy") + { + availableCharacters[i].spineProxyBone = t; + break; + } + } + } + } + + SelectCharacter(currentCharacterIndex); + SelectCharacterButton(availableCharacters[currentCharacterIndex].characterButton); + + int defaultIndex = FindAnimationIndex("HumanM@Idle01"); + + if(defaultIndex >= 0) + { + PlayAnimation(defaultIndex, 0); + + if(defaultIndex < availableAnimations.Length) + { + SelectAnimationButton(availableAnimations[defaultIndex].animationButton); + } + } + + SetButtonSelected(baseTypeButton, true); + } + private void Update() + { + baseT.position = new Vector3(character.position.x, 0, character.position.z); + UpdateBlobShadowFromFeet(); + + UpdateBaseMaterialOffset(); + + Vector3 correctedLightDir = cameraPivot.rotation * backgroundLightDir; + + backgroundMaterial.SetVector("_LightDir", new Vector4(correctedLightDir.x, correctedLightDir.y, correctedLightDir.z, 0f)); + + if(rotationInput != 0f) + { + cameraPivot.Rotate(new Vector3(0f, rotationInput * rotationSpeed * Time.deltaTime, 0f), Space.World); + } + + character.position = new Vector3(0, character.position.y, 0); + } + private void FixedUpdate() + { + Vector3 correctedLightDir = cameraPivot.rotation * backgroundLightDir; + backgroundMaterial.SetVector("_LightDir", new Vector4(correctedLightDir.x, correctedLightDir.y, correctedLightDir.z, 0f)); + } + private void LateUpdate() + { + Vector3 correctedLightDir = cameraPivot.rotation * backgroundLightDir; + backgroundMaterial.SetVector("_LightDir", new Vector4(correctedLightDir.x, correctedLightDir.y, correctedLightDir.z, 0f)); + } + private void OnDisable() + { + ResetBase(); + } + /// + + ///CHARACTER SELECTION + public void SelectCharacter(int index) + { + if(availableCharacters == null || index < 0 || index >= availableCharacters.Length) + { + return; + } + + if(characterInitialized && index == currentCharacterIndex) + { + return; + } + + characterInitialized = true; + currentCharacterIndex = index; + + for(int i = 0; i < availableCharacters.Length; i++) + { + CharacterEntry entry = availableCharacters[i]; + + bool selected = i == index; + + if(entry.animator != null) + { + entry.animator.runtimeAnimatorController = selected ? overrideController : null; + } + + if(entry.characterObject != null) + { + entry.characterObject.SetActive(selected); + } + } + + CharacterEntry selectedEntry = availableCharacters[index]; + + character = selectedEntry.characterTransform; + animator = selectedEntry.animator; + + currentLeftFoot = selectedEntry.leftFoot; + currentRightFoot = selectedEntry.rightFoot; + + if(animator != null) + { + animator.Rebind(); + animator.Update(0f); + } + + ResetProps(); + + ResetBase(); + + string equivalentAnimationName = currentAnimationName; + if(index == 1) + { + equivalentAnimationName = currentAnimationName.Replace("HumanM@", "HumanF@"); + }else{ + equivalentAnimationName = currentAnimationName.Replace("HumanF@", "HumanM@"); + } + int equivalentAnimation = FindAnimationIndex(equivalentAnimationName); + + if(equivalentAnimation >= 0) + { + PlayAnimation(equivalentAnimation, 0); + }else{ + PlayAnimation(baseAnimationToPlay, 0); + } + + string equivalentUpperAnimationName = currentUpperAnimationName; + if(index == 1) + { + equivalentUpperAnimationName = currentUpperAnimationName.Replace("HumanM@", "HumanF@"); + }else{ + equivalentUpperAnimationName = currentUpperAnimationName.Replace("HumanF@", "HumanM@"); + } + int equivalentUpperAnimation = FindAnimationIndex(equivalentUpperAnimationName); + + if(equivalentUpperAnimation >= 0) + { + PlayAnimation(equivalentUpperAnimation, 1); + }else{ + if(upperAnimationToPlay >= 0) + { + PlayAnimation(upperAnimationToPlay, 1); + }else{ + ClearUpperAnimation(); + } + } + + string newFolder = currentFolder; + if(index == 1) + { + newFolder = currentFolder.Replace("Male", "Female"); + }else{ + newFolder = currentFolder.Replace("Female", "Male"); + } + ShowFolder(newFolder); + + SelectCurrentAnimationButtonInOpenFolder(); + } + private void CreateCharacterButtons() + { + if(characterUIPrefab == null || charactersUIRoot == null || availableCharacters == null) + { + return; + } + + for(int i = 0; i < availableCharacters.Length; i++) + { + int index = i; + + GameObject buttonGO = Instantiate(characterUIPrefab, charactersUIRoot); + + Button button = buttonGO.GetComponent