initial upload
This commit is contained in:
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@ -0,0 +1,40 @@
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||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using RootMotion.FinalIK;
|
||||
|
||||
namespace RootMotion.Demos {
|
||||
|
||||
/// <summary>
|
||||
/// Triggering Hit Reactions on mouse button.
|
||||
/// </summary>
|
||||
public class HitReactionVRIKTrigger: MonoBehaviour {
|
||||
|
||||
public HitReactionVRIK hitReaction;
|
||||
public float hitForce = 1f;
|
||||
|
||||
private string colliderName;
|
||||
|
||||
void Update() {
|
||||
// On left mouse button...
|
||||
if (Input.GetMouseButtonDown(0)) {
|
||||
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
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||||
|
||||
// Raycast to find a ragdoll collider
|
||||
RaycastHit hit = new RaycastHit();
|
||||
if (Physics.Raycast(ray, out hit, 100f)) {
|
||||
|
||||
// Use the HitReaction
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||||
hitReaction.Hit(hit.collider, ray.direction * hitForce, hit.point);
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||||
|
||||
// Just for GUI
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||||
colliderName = hit.collider.name;
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||||
}
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||||
}
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||||
}
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||||
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||||
void OnGUI() {
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||||
GUILayout.Label("LMB to shoot the Dummy, RMB to rotate the camera.");
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if (colliderName != string.Empty) GUILayout.Label("Last Bone Hit: " + colliderName);
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||||
}
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||||
}
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||||
}
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||||
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||||
fileFormatVersion: 2
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@ -0,0 +1,82 @@
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||||
using UnityEngine;
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||||
using RootMotion.FinalIK;
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||||
|
||||
namespace RootMotion.Demos
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||||
{
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||||
// Moving the demo VR character controller.
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||||
public class VRController : MonoBehaviour
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||||
{
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||||
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||||
[System.Serializable]
|
||||
public enum InputMode
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||||
{
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||||
Input = 0,
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||||
WASDOnly = 1,
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||||
}
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||||
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||||
public InputMode inputMode;
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public VRIK ik;
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||||
public Transform centerEyeAnchor;
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||||
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||||
// Match these values to velocities in the locomotion animation blend tree for better looking results (avoids half-blends)
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||||
public float walkSpeed = 1f;
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||||
public float runSpeed = 3f;
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||||
public float walkForwardSpeedMlp = 1f;
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||||
public float runForwardSpeedMlp = 1f;
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||||
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||||
private Vector3 smoothInput, smoothInputV;
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||||
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||||
private void Update()
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||||
{
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||||
// Get input
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Vector3 input = GetInput();
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input *= ik.solver.scale;
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float fDot = Vector3.Dot(input, Vector3.forward);
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bool f = fDot > 0f;
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||||
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||||
// Locomotion speed
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float s = walkSpeed;
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||||
|
||||
if (Input.GetKey(KeyCode.LeftShift))
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||||
{
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s = runSpeed;
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if (f) s *= runForwardSpeedMlp; // Walk faster/slower when moving forward
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||||
} else
|
||||
{
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||||
if (f) s *= walkForwardSpeedMlp; // Run faster/slower when moving forward
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||||
}
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||||
|
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// Input smoothing
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smoothInput = Vector3.SmoothDamp(smoothInput, input * s, ref smoothInputV, 0.1f);
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|
||||
// Rotate input to avatar space
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||||
Vector3 forward = centerEyeAnchor.forward;
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||||
forward.y = 0f;
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||||
Quaternion avatarSpace = Quaternion.LookRotation(forward);
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||||
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||||
// Apply
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||||
transform.position += avatarSpace * smoothInput * Time.deltaTime;
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||||
}
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||||
|
||||
// Returns keyboard/thumbstick input vector
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||||
private Vector3 GetInput()
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||||
{
|
||||
switch (inputMode)
|
||||
{
|
||||
case InputMode.Input:
|
||||
Vector3 v = new Vector3(Input.GetAxisRaw("Horizontal"), 0f, Input.GetAxisRaw("Vertical"));
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||||
if (v.sqrMagnitude < 0.3f) return Vector3.zero;
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||||
return v.normalized;
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||||
case InputMode.WASDOnly:
|
||||
Vector3 input = Vector3.zero;
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||||
if (Input.GetKey(KeyCode.W)) input += Vector3.forward;
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||||
if (Input.GetKey(KeyCode.S)) input += Vector3.back;
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||||
if (Input.GetKey(KeyCode.A)) input += Vector3.left;
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||||
if (Input.GetKey(KeyCode.D)) input += Vector3.right;
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||||
return input.normalized;
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||||
default: return Vector3.zero;
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||||
}
|
||||
}
|
||||
}
|
||||
}
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||||
@ -0,0 +1,11 @@
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||||
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@ -0,0 +1,47 @@
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||||
using UnityEngine;
|
||||
using RootMotion.FinalIK;
|
||||
|
||||
namespace RootMotion.Demos
|
||||
{
|
||||
/// <summary>
|
||||
/// Makes VRIK work with elbow targets at a cost of reduced hand accuracy.
|
||||
/// </summary>
|
||||
public class VRIKArmMocap : MonoBehaviour
|
||||
{
|
||||
|
||||
public VRIK ik;
|
||||
public Transform leftElbowTarget;
|
||||
public Transform rightElbowTarget;
|
||||
|
||||
void Start()
|
||||
{
|
||||
// Register to get a call from VRIK after it updates
|
||||
ik.solver.OnPostUpdate += AfterVRIK;
|
||||
}
|
||||
|
||||
void AfterVRIK()
|
||||
{
|
||||
// This is called by VRIK each time it is done updating for the frame
|
||||
UpdateArm(ik.references.leftUpperArm, ik.references.leftForearm, ik.references.leftHand, leftElbowTarget, ik.solver.leftArm.target);
|
||||
UpdateArm(ik.references.rightUpperArm, ik.references.rightForearm, ik.references.rightHand, rightElbowTarget, ik.solver.rightArm.target);
|
||||
}
|
||||
|
||||
private static void UpdateArm(Transform upperArm, Transform forearm, Transform hand, Transform elbowTarget, Transform handTarget)
|
||||
{
|
||||
if (elbowTarget == null) return;
|
||||
if (handTarget == null) return;
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||||
|
||||
// Rotate the upper arm towards the elbow target.
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||||
upperArm.rotation = Quaternion.FromToRotation(forearm.position - upperArm.position, elbowTarget.position - upperArm.position) * upperArm.rotation;
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||||
|
||||
// Rotate the forearm towards the hand target
|
||||
forearm.rotation = Quaternion.FromToRotation(hand.position - forearm.position, handTarget.position - forearm.position) * forearm.rotation;
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
// Clean up
|
||||
if (ik != null) ik.solver.OnPostUpdate -= AfterVRIK;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,12 @@
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||||
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guid: 6dd78a58cae96804baf3bbd2bd73caf1
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@ -0,0 +1,68 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using RootMotion.FinalIK;
|
||||
|
||||
namespace RootMotion.Demos
|
||||
{
|
||||
|
||||
public class VRIKCalibrationBasic : MonoBehaviour
|
||||
{
|
||||
|
||||
[Tooltip("The VRIK component.")] public VRIK ik;
|
||||
|
||||
[Header("Head")]
|
||||
[Tooltip("HMD.")] public Transform centerEyeAnchor;
|
||||
[Tooltip("Position offset of the camera from the head bone (root space).")] public Vector3 headAnchorPositionOffset;
|
||||
[Tooltip("Rotation offset of the camera from the head bone (root space).")] public Vector3 headAnchorRotationOffset;
|
||||
|
||||
[Header("Hands")]
|
||||
[Tooltip("Left Hand Controller")] public Transform leftHandAnchor;
|
||||
[Tooltip("Right Hand Controller")] public Transform rightHandAnchor;
|
||||
[Tooltip("Position offset of the hand controller from the hand bone (controller space).")] public Vector3 handAnchorPositionOffset;
|
||||
[Tooltip("Rotation offset of the hand controller from the hand bone (controller space).")] public Vector3 handAnchorRotationOffset;
|
||||
|
||||
[Header("Scale")]
|
||||
[Tooltip("Multiplies the scale of the root.")] public float scaleMlp = 1f;
|
||||
|
||||
[Header("Data stored by Calibration")]
|
||||
public VRIKCalibrator.CalibrationData data = new VRIKCalibrator.CalibrationData();
|
||||
|
||||
private void LateUpdate()
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.C))
|
||||
{
|
||||
// Calibrate the character, store data of the calibration
|
||||
data = VRIKCalibrator.Calibrate(ik, centerEyeAnchor, leftHandAnchor, rightHandAnchor, headAnchorPositionOffset, headAnchorRotationOffset, handAnchorPositionOffset, handAnchorRotationOffset, scaleMlp);
|
||||
}
|
||||
|
||||
/*
|
||||
* calling Calibrate with settings will return a VRIKCalibrator.CalibrationData, which can be used to calibrate that same character again exactly the same in another scene (just pass data instead of settings),
|
||||
* without being dependent on the pose of the player at calibration time.
|
||||
* Calibration data still depends on bone orientations though, so the data is valid only for the character that it was calibrated to or characters with identical bone structures.
|
||||
* If you wish to use more than one character, it would be best to calibrate them all at once and store the CalibrationData for each one.
|
||||
* */
|
||||
if (Input.GetKeyDown(KeyCode.D))
|
||||
{
|
||||
if (data.scale == 0f)
|
||||
{
|
||||
Debug.LogError("No Calibration Data to calibrate to, please calibrate with 'C' first.");
|
||||
}
|
||||
else
|
||||
{
|
||||
VRIKCalibrator.Calibrate(ik, data, centerEyeAnchor, null, leftHandAnchor, rightHandAnchor);
|
||||
}
|
||||
}
|
||||
|
||||
// Recalibrates avatar scale only. Can be called only if the avatar has been calibrated already.
|
||||
if (Input.GetKeyDown(KeyCode.S))
|
||||
{
|
||||
if (data.scale == 0f)
|
||||
{
|
||||
Debug.LogError("Avatar needs to be calibrated before RecalibrateScale is called.");
|
||||
}
|
||||
VRIKCalibrator.RecalibrateScale(ik, data, scaleMlp);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,11 @@
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@ -0,0 +1,61 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using RootMotion.FinalIK;
|
||||
|
||||
namespace RootMotion.Demos
|
||||
{
|
||||
|
||||
public class VRIKCalibrationController : MonoBehaviour
|
||||
{
|
||||
|
||||
[Tooltip("Reference to the VRIK component on the avatar.")] public VRIK ik;
|
||||
[Tooltip("The settings for VRIK calibration.")] public VRIKCalibrator.Settings settings;
|
||||
[Tooltip("The HMD.")] public Transform headTracker;
|
||||
[Tooltip("(Optional) A tracker placed anywhere on the body of the player, preferrably close to the pelvis, on the belt area.")] public Transform bodyTracker;
|
||||
[Tooltip("(Optional) A tracker or hand controller device placed anywhere on or in the player's left hand.")] public Transform leftHandTracker;
|
||||
[Tooltip("(Optional) A tracker or hand controller device placed anywhere on or in the player's right hand.")] public Transform rightHandTracker;
|
||||
[Tooltip("(Optional) A tracker placed anywhere on the ankle or toes of the player's left leg.")] public Transform leftFootTracker;
|
||||
[Tooltip("(Optional) A tracker placed anywhere on the ankle or toes of the player's right leg.")] public Transform rightFootTracker;
|
||||
|
||||
[Header("Data stored by Calibration")]
|
||||
public VRIKCalibrator.CalibrationData data = new VRIKCalibrator.CalibrationData();
|
||||
|
||||
void LateUpdate()
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.C))
|
||||
{
|
||||
// Calibrate the character, store data of the calibration
|
||||
data = VRIKCalibrator.Calibrate(ik, settings, headTracker, bodyTracker, leftHandTracker, rightHandTracker, leftFootTracker, rightFootTracker);
|
||||
}
|
||||
|
||||
/*
|
||||
* calling Calibrate with settings will return a VRIKCalibrator.CalibrationData, which can be used to calibrate that same character again exactly the same in another scene (just pass data instead of settings),
|
||||
* without being dependent on the pose of the player at calibration time.
|
||||
* Calibration data still depends on bone orientations though, so the data is valid only for the character that it was calibrated to or characters with identical bone structures.
|
||||
* If you wish to use more than one character, it would be best to calibrate them all at once and store the CalibrationData for each one.
|
||||
* */
|
||||
if (Input.GetKeyDown(KeyCode.D))
|
||||
{
|
||||
if (data.scale == 0f)
|
||||
{
|
||||
Debug.LogError("No Calibration Data to calibrate to, please calibrate with settings first.");
|
||||
}
|
||||
else
|
||||
{
|
||||
// Use data from a previous calibration to calibrate that same character again.
|
||||
VRIKCalibrator.Calibrate(ik, data, headTracker, bodyTracker, leftHandTracker, rightHandTracker, leftFootTracker, rightFootTracker);
|
||||
}
|
||||
}
|
||||
|
||||
// Recalibrates avatar scale only. Can be called only if the avatar has been calibrated already.
|
||||
if (Input.GetKeyDown(KeyCode.S))
|
||||
{
|
||||
if (data.scale == 0f)
|
||||
{
|
||||
Debug.LogError("Avatar needs to be calibrated before RecalibrateScale is called.");
|
||||
}
|
||||
VRIKCalibrator.RecalibrateScale(ik, data, settings);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,12 @@
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@ -0,0 +1,27 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using RootMotion.FinalIK;
|
||||
|
||||
namespace RootMotion.Demos {
|
||||
|
||||
public class VRIKPlatform : MonoBehaviour {
|
||||
|
||||
public VRIK ik;
|
||||
|
||||
private Vector3 lastPosition;
|
||||
private Quaternion lastRotation = Quaternion.identity;
|
||||
|
||||
void OnEnable() {
|
||||
lastPosition = transform.position;
|
||||
lastRotation = transform.rotation;
|
||||
}
|
||||
|
||||
void LateUpdate () {
|
||||
// Adding the motion of this Transform to VRIK
|
||||
ik.solver.AddPlatformMotion (transform.position - lastPosition, transform.rotation * Quaternion.Inverse(lastRotation), transform.position);
|
||||
|
||||
lastRotation = transform.rotation;
|
||||
lastPosition = transform.position;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,12 @@
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@ -0,0 +1,58 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using RootMotion.FinalIK;
|
||||
|
||||
namespace RootMotion.Demos
|
||||
{
|
||||
|
||||
public class VRIKPlatformController : MonoBehaviour
|
||||
{
|
||||
|
||||
public VRIK ik;
|
||||
public Transform trackingSpace;
|
||||
public Transform platform;
|
||||
public bool moveToPlatform = true;
|
||||
|
||||
private Transform lastPlatform;
|
||||
private Vector3 lastPosition;
|
||||
private Quaternion lastRotation = Quaternion.identity;
|
||||
|
||||
void LateUpdate()
|
||||
{
|
||||
if (platform != lastPlatform)
|
||||
{
|
||||
if (platform != null)
|
||||
{
|
||||
// Moves the character to the position/rotation of the new platform
|
||||
if (moveToPlatform)
|
||||
{
|
||||
lastPosition = ik.transform.position;
|
||||
lastRotation = ik.transform.rotation;
|
||||
ik.transform.position = platform.position;
|
||||
ik.transform.rotation = platform.rotation;
|
||||
trackingSpace.position = platform.position;
|
||||
trackingSpace.rotation = platform.rotation;
|
||||
ik.solver.AddPlatformMotion(platform.position - lastPosition, platform.rotation * Quaternion.Inverse(lastRotation), platform.position);
|
||||
}
|
||||
|
||||
lastPosition = platform.position;
|
||||
lastRotation = platform.rotation;
|
||||
}
|
||||
|
||||
ik.transform.parent = platform;
|
||||
trackingSpace.parent = platform;
|
||||
|
||||
lastPlatform = platform;
|
||||
}
|
||||
|
||||
if (platform != null)
|
||||
{
|
||||
// Adding the motion of this Transform to VRIK
|
||||
ik.solver.AddPlatformMotion(platform.position - lastPosition, platform.rotation * Quaternion.Inverse(lastRotation), platform.position);
|
||||
|
||||
lastRotation = platform.rotation;
|
||||
lastPosition = platform.position;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
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BIN
Unity-Master/Assets/Plugins/RootMotion/FinalIK/_DEMOS/VRIK/VRIK (Animated Locomotion).unity
(Stored with Git LFS)
Normal file
BIN
Unity-Master/Assets/Plugins/RootMotion/FinalIK/_DEMOS/VRIK/VRIK (Animated Locomotion).unity
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -0,0 +1,8 @@
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guid: 20e7a82a9c260894cab875fd831bd5a7
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BIN
Unity-Master/Assets/Plugins/RootMotion/FinalIK/_DEMOS/VRIK/VRIK (Basic Head & Hands Calibration).unity
(Stored with Git LFS)
Normal file
BIN
Unity-Master/Assets/Plugins/RootMotion/FinalIK/_DEMOS/VRIK/VRIK (Basic Head & Hands Calibration).unity
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -0,0 +1,7 @@
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||||
fileFormatVersion: 2
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||||
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BIN
Unity-Master/Assets/Plugins/RootMotion/FinalIK/_DEMOS/VRIK/VRIK (Basic).unity
(Stored with Git LFS)
Normal file
BIN
Unity-Master/Assets/Plugins/RootMotion/FinalIK/_DEMOS/VRIK/VRIK (Basic).unity
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -0,0 +1,8 @@
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BIN
Unity-Master/Assets/Plugins/RootMotion/FinalIK/_DEMOS/VRIK/VRIK (Calibration).unity
(Stored with Git LFS)
Normal file
BIN
Unity-Master/Assets/Plugins/RootMotion/FinalIK/_DEMOS/VRIK/VRIK (Calibration).unity
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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licenseType: Store
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assetBundleVariant:
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||||
BIN
Unity-Master/Assets/Plugins/RootMotion/FinalIK/_DEMOS/VRIK/VRIK (Grounder).unity
(Stored with Git LFS)
Normal file
BIN
Unity-Master/Assets/Plugins/RootMotion/FinalIK/_DEMOS/VRIK/VRIK (Grounder).unity
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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licenseType: Store
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userData:
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assetBundleName:
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assetBundleVariant:
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||||
BIN
Unity-Master/Assets/Plugins/RootMotion/FinalIK/_DEMOS/VRIK/VRIK (Hit Reaction).unity
(Stored with Git LFS)
Normal file
BIN
Unity-Master/Assets/Plugins/RootMotion/FinalIK/_DEMOS/VRIK/VRIK (Hit Reaction).unity
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -0,0 +1,8 @@
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||||
fileFormatVersion: 2
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userData:
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assetBundleName:
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assetBundleVariant:
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||||
BIN
Unity-Master/Assets/Plugins/RootMotion/FinalIK/_DEMOS/VRIK/VRIK (Moving Platform Controller).unity
(Stored with Git LFS)
Normal file
BIN
Unity-Master/Assets/Plugins/RootMotion/FinalIK/_DEMOS/VRIK/VRIK (Moving Platform Controller).unity
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
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||||
guid: 33de6a5fcc199c045b748ef01d1fd174
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||||
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||||
licenseType: Store
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||||
DefaultImporter:
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userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
|
||||
BIN
Unity-Master/Assets/Plugins/RootMotion/FinalIK/_DEMOS/VRIK/VRIK (Moving Platform).unity
(Stored with Git LFS)
Normal file
BIN
Unity-Master/Assets/Plugins/RootMotion/FinalIK/_DEMOS/VRIK/VRIK (Moving Platform).unity
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dc412329386244249a719a00b7632e14
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||||
timeCreated: 1476949872
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||||
licenseType: Store
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||||
DefaultImporter:
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userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
|
||||
BIN
Unity-Master/Assets/Plugins/RootMotion/FinalIK/_DEMOS/VRIK/VRIK (Twist Relaxers).unity
(Stored with Git LFS)
Normal file
BIN
Unity-Master/Assets/Plugins/RootMotion/FinalIK/_DEMOS/VRIK/VRIK (Twist Relaxers).unity
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f667b39ffe0bdfd4b948ee5001b31562
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||||
timeCreated: 1476688159
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||||
licenseType: Store
|
||||
DefaultImporter:
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||||
userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
|
||||
BIN
Unity-Master/Assets/Plugins/RootMotion/FinalIK/_DEMOS/VRIK/VRIK Calibration (Mocap With Elbow Targets).unity
(Stored with Git LFS)
Normal file
BIN
Unity-Master/Assets/Plugins/RootMotion/FinalIK/_DEMOS/VRIK/VRIK Calibration (Mocap With Elbow Targets).unity
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fff4c7d58b7625d4a8aa18aa0081d80b
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||||
timeCreated: 1542280112
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||||
licenseType: Store
|
||||
DefaultImporter:
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||||
userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user