Added FinalIK
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using UnityEngine;
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using System.Collections;
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using RootMotion.FinalIK;
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namespace RootMotion.Demos {
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/// <summary>
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/// FBBIK example rig for a kissing emote.
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/// As the IK targets of one FBBIK partner depend on the solved pose of another FBBIK partner and vice versa, the rig will have to be iterated a couple of times to make it work.
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/// </summary>
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public class KissingRig : MonoBehaviour {
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/// <summary>
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/// A partner in the emote
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/// </summary>
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[System.Serializable]
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public class Partner {
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public FullBodyBipedIK ik; // Reference to the FBBIK component
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public Transform mouth; // The mouth bone, should be attached to the head
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public Transform mouthTarget; // The target that we want to set the mouth bone to
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public Transform touchTargetLeftHand, touchTargetRightHand; // Touch targets for the hands
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public float bodyWeightHorizontal = 0.4f; // The body effector horizontal weight
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public float bodyWeightVertical = 1f; // The body effector vertical weight
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public float neckRotationWeight = 0.3f; // The neck rotation weight
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public float headTiltAngle = 10f; // Tilting the head
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public Vector3 headTiltAxis; // Head tilt axis
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private Quaternion neckRotation;
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public void Initiate() {
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// Disable the FBBIK component to manage its updating
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ik.enabled = false;
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}
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public void Update(float weight) {
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// Set IK position and rotation weights
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ik.solver.leftShoulderEffector.positionWeight = weight;
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ik.solver.rightShoulderEffector.positionWeight = weight;
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ik.solver.leftHandEffector.positionWeight = weight;
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ik.solver.rightHandEffector.positionWeight = weight;
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ik.solver.leftHandEffector.rotationWeight = weight;
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ik.solver.rightHandEffector.rotationWeight = weight;
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ik.solver.bodyEffector.positionWeight = weight;
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// Inverse transform the shoulder and body effectors to set them relative to the mouth bone's position in the animation
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InverseTransformEffector(FullBodyBipedEffector.LeftShoulder, mouth, mouthTarget.position, weight);
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InverseTransformEffector(FullBodyBipedEffector.RightShoulder, mouth, mouthTarget.position, weight);
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InverseTransformEffector(FullBodyBipedEffector.Body, mouth, mouthTarget.position, weight);
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// Positioning the body effector horizontally
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ik.solver.bodyEffector.position = Vector3.Lerp(new Vector3(ik.solver.bodyEffector.position.x, ik.solver.bodyEffector.bone.position.y, ik.solver.bodyEffector.position.z), ik.solver.bodyEffector.position, bodyWeightVertical * weight);
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// Positioning the body effector vertically
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ik.solver.bodyEffector.position = Vector3.Lerp(new Vector3(ik.solver.bodyEffector.bone.position.x, ik.solver.bodyEffector.position.y, ik.solver.bodyEffector.bone.position.z), ik.solver.bodyEffector.position, bodyWeightHorizontal * weight);
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// Set hand effector positions to touch targets
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ik.solver.leftHandEffector.position = touchTargetLeftHand.position;
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ik.solver.rightHandEffector.position = touchTargetRightHand.position;
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ik.solver.leftHandEffector.rotation = touchTargetLeftHand.rotation;
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ik.solver.rightHandEffector.rotation = touchTargetRightHand.rotation;
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// Store the neck rotation so we could slerp back to it after updating FBBIK
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neckRotation = neck.rotation;
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// Update the FBBIK solver
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ik.solver.Update();
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// Revert the neck back to its animated rotation
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neck.rotation = Quaternion.Slerp(neck.rotation, neckRotation, neckRotationWeight * weight);
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// Head tilting
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ik.references.head.localRotation = Quaternion.AngleAxis(headTiltAngle * weight, headTiltAxis) * ik.references.head.localRotation;
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}
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// Get the neck bone
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private Transform neck {
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get {
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return ik.solver.spineMapping.spineBones[ik.solver.spineMapping.spineBones.Length - 1];
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}
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}
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// Placing an effector so that an arbitrary Transform (target) ends up at targetPosition
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private void InverseTransformEffector(FullBodyBipedEffector effector, Transform target, Vector3 targetPosition, float weight) {
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// Direction from the target to the effector
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Vector3 toEffector = ik.solver.GetEffector(effector).bone.position - target.position;
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// Positioning the effector
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ik.solver.GetEffector(effector).position = Vector3.Lerp(ik.solver.GetEffector(effector).bone.position, targetPosition + toEffector, weight);
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}
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}
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public Partner partner1, partner2; // The partners
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[Range(0f, 1f)] public float weight; // The master weight
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[Range(1, 4)] public int iterations = 3; // The number of iterating this rig.
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// As the IK targets of one FBBIK partner depend on the solved pose of another FBBIK partner and vice versa,
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// the rig will have to be iterated a couple of times to make it work.
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void Start() {
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// Initiating the partners
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partner1.Initiate();
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partner2.Initiate();
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}
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void LateUpdate() {
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// Iterate the rig
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for (int i = 0; i < iterations; i++) {
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partner1.Update(weight);
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partner2.Update(weight);
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}
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}
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}
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}
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