Example #1
0
        void Register()
        {
            if (bmlRequests == null)
            {
                bmlRequests = FindObjectOfType <BMLRequests>();
            }

            rigs = FindObjectsOfType <ManualAnimationRig>();

            List <string> names = new List <string>();

            for (int r = 0; r < rigs.Length; r++)
            {
                names.Add(rigs[r].name);
            }
            if (rigs.Length >= selectedRig)
            {
                selectedRig = 0;
            }
            labels = names.ToArray();
            if (rigs.Length > 0)
            {
                if (animationRig == null)
                {
                    animationRig = rigs[selectedRig];
                }
                Populate();
            }
        }
Example #2
0
        // Export animation... current clip?
        public static string ExportAnimation(ManualAnimationRig animationRig, AnimationClip clip, float frameRate, ManualAnimationRig.ExportMode mode)
        {
            if (animationRig == null)
            {
                return(null);
            }

            Dictionary <string, bool>  animatedBones = new Dictionary <string, bool>();
            Dictionary <string, float> syncPoints    = new Dictionary <string, float>();

            foreach (EditorCurveBinding binding in AnimationUtility.GetCurveBindings(clip))
            {
                //AnimationCurve curve = AnimationUtility.GetEditorCurve (clip, binding);

                string[] pathElems = binding.path.Split('/');
                string   hAnimName = pathElems[pathElems.Length - 1];
                if (binding.propertyName.StartsWith("m_LocalRotation"))
                {
                    if (!animatedBones.ContainsKey(hAnimName))
                    {
                        animatedBones.Add(hAnimName, false);
                    }
                }

                if (binding.propertyName.StartsWith("m_LocalPosition"))
                {
                    if (!animatedBones.ContainsKey(hAnimName))
                    {
                        animatedBones.Add(hAnimName, true);
                    }
                    else
                    {
                        animatedBones[hAnimName] = true;
                    }
                }
            }

            foreach (AnimationEvent ae in AnimationUtility.GetAnimationEvents(clip))
            {
                if (ae.functionName.StartsWith("Sync_"))
                {
                    string syncType = ae.functionName.Substring(5);
                    if (syncType == "custom")
                    {
                        syncType = ae.stringParameter;
                    }
                    syncPoints.Add(syncType, ae.time / clip.length);
                    Debug.Log(ae.functionName + " " + syncType + " " + ae.time);
                }
            }

            string           parts          = "";
            List <Transform> partReferences = new List <Transform>();

            // Get a nice ordered list of the bones:
            foreach (BoneSpec boneSpec in animationRig.controlledAgent.agentSpec.bones)
            {
                foreach (KeyValuePair <string, bool> animatedBone in animatedBones)
                {
                    if (animatedBone.Key == boneSpec.hAnimName)
                    {
                        parts += boneSpec.hAnimName + " ";
                        Transform boneObject = animationRig.FindDeepChild(animationRig.vjointRoot.parent, boneSpec.hAnimName);
                        partReferences.Add(boneObject);
                        break;
                    }
                }
            }
            parts = parts.Trim();

            string encoding         = "R";
            string rotationEncoding = "quaternions";

            // if root has translation: we use T1R
            if (animatedBones.ContainsKey("HumanoidRoot") && animatedBones["HumanoidRoot"])
            {
                encoding = "T1R";
                // Could also use "TR" if there is a non-root bone with translation...
                // but we don't support those non-root translations in animations atm anyway...
            }

            List <float>   times  = new List <float>();
            List <float[]> frames = new List <float[]>();

            float delta = 1 / frameRate;

            for (int frame = 0; frame < Math.Max(1, clip.length * frameRate); frame++)
            {
                float t = delta * frame;
                clip.SampleAnimation(animationRig.vjointRoot.parent.gameObject, t);
                //yield return new WaitForSeconds(delta);
                times.Add(t);

                List <float> elems = new List <float>();
                foreach (Transform partReference in partReferences)
                {
                    if (encoding == "TR" || (encoding == "T1R" && partReference.name == "HumanoidRoot"))
                    {
                        elems.AddRange(ExtractAsapVectorPosition(partReference));
                        elems.AddRange(ExtractAsapQuaternionRotation(partReference));
                    }
                    else if (encoding == "R" || encoding == "T1R")
                    {
                        elems.AddRange(ExtractAsapQuaternionRotation(partReference));
                    }
                }

                frames.Add(elems.ToArray());
            }
            Debug.Log("Exporting gesture " + clip.name + ". Duration: " + clip.length + " (" + frames.Count + " frames total)");
            return(WriteXML(animationRig.controlledAgent.id, clip, parts, rotationEncoding, encoding, times, frames, syncPoints, mode));
        }