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tom.hempel
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using UnityEngine;
using System.Collections;
using RootMotion.FinalIK;
namespace RootMotion.Demos {
/// <summary>
/// Demo script that shows how BipedIK performs compared to the built-in Animator IK
/// </summary>
public class BipedIKvsAnimatorIK: MonoBehaviour {
[LargeHeader("References")]
public Animator animator;
public BipedIK bipedIK;
// Look At
[LargeHeader("Look At")]
public Transform lookAtTargetBiped;
public Transform lookAtTargetAnimator;
[Range(0f, 1f)] public float lookAtWeight = 1f;
[Range(0f, 1f)] public float lookAtBodyWeight = 1f;
[Range(0f, 1f)] public float lookAtHeadWeight = 1f;
[Range(0f, 1f)] public float lookAtEyesWeight = 1f;
[Range(0f, 1f)] public float lookAtClampWeight = 0.5f;
[Range(0f, 1f)] public float lookAtClampWeightHead = 0.5f;
[Range(0f, 1f)] public float lookAtClampWeightEyes = 0.5f;
// Foot
[LargeHeader("Foot")]
public Transform footTargetBiped;
public Transform footTargetAnimator;
[Range(0f, 1f)] public float footPositionWeight = 0f;
[Range(0f, 1f)] public float footRotationWeight = 0f;
// Hand
[LargeHeader("Hand")]
public Transform handTargetBiped;
public Transform handTargetAnimator;
[Range(0f, 1f)] public float handPositionWeight = 0f;
[Range(0f, 1f)] public float handRotationWeight = 0f;
void OnAnimatorIK(int layer) {
animator.transform.rotation = bipedIK.transform.rotation;
Vector3 offset = animator.transform.position - bipedIK.transform.position;
// Look At
lookAtTargetAnimator.position = lookAtTargetBiped.position + offset;
bipedIK.SetLookAtPosition(lookAtTargetBiped.position);
bipedIK.SetLookAtWeight(lookAtWeight, lookAtBodyWeight, lookAtHeadWeight, lookAtEyesWeight, lookAtClampWeight, lookAtClampWeightHead, lookAtClampWeightEyes);
animator.SetLookAtPosition(lookAtTargetAnimator.position);
animator.SetLookAtWeight(lookAtWeight, lookAtBodyWeight, lookAtHeadWeight, lookAtEyesWeight, lookAtClampWeight);
// Foot
footTargetAnimator.position = footTargetBiped.position + offset;
footTargetAnimator.rotation = footTargetBiped.rotation;
bipedIK.SetIKPosition(AvatarIKGoal.LeftFoot, footTargetBiped.position);
bipedIK.SetIKRotation(AvatarIKGoal.LeftFoot, footTargetBiped.rotation);
bipedIK.SetIKPositionWeight(AvatarIKGoal.LeftFoot, footPositionWeight);
bipedIK.SetIKRotationWeight(AvatarIKGoal.LeftFoot, footRotationWeight);
animator.SetIKPosition(AvatarIKGoal.LeftFoot, footTargetAnimator.position);
animator.SetIKRotation(AvatarIKGoal.LeftFoot, footTargetAnimator.rotation);
animator.SetIKPositionWeight(AvatarIKGoal.LeftFoot, footPositionWeight);
animator.SetIKRotationWeight(AvatarIKGoal.LeftFoot, footRotationWeight);
// Hand
handTargetAnimator.position = handTargetBiped.position + offset;
handTargetAnimator.rotation = handTargetBiped.rotation;
bipedIK.SetIKPosition(AvatarIKGoal.LeftHand, handTargetBiped.position);
bipedIK.SetIKRotation(AvatarIKGoal.LeftHand, handTargetBiped.rotation);
bipedIK.SetIKPositionWeight(AvatarIKGoal.LeftHand, handPositionWeight);
bipedIK.SetIKRotationWeight(AvatarIKGoal.LeftHand, handRotationWeight);
animator.SetIKPosition(AvatarIKGoal.LeftHand, handTargetAnimator.position);
animator.SetIKRotation(AvatarIKGoal.LeftHand, handTargetAnimator.rotation);
animator.SetIKPositionWeight(AvatarIKGoal.LeftHand, handPositionWeight);
animator.SetIKRotationWeight(AvatarIKGoal.LeftHand, handRotationWeight);
}
}
}

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