/// <summary> /// Uniformly randomizes each value in the DNA. /// </summary> /// <param name="data">UMA data.</param> public void RandomizeDNA(UMAData data) { if (dnaConverter == null) { return; } UMADnaBase dna = data.GetDna(dnaConverter.DNATypeHash); if (dna == null) { return; } int entryCount = dna.Count; if (means.Length != entryCount) { Debug.LogWarning("Range settings out of sync with DNA, cannot apply!"); return; } if ((values == null) || (values.Length != entryCount)) { values = new float[entryCount]; } for (int i = 0; i < entryCount; i++) { values[i] = means[i] + (Random.value - 0.5f) * spreads[i]; } dna.Values = values; }
public void OnDnaApplied(UMAData umaData) { var umaDna = umaData.GetDna <UMADnaHumanoid>(); if (umaDna == null) { Debug.LogError("Failed to add Capsule Collider to: " + umaData.name); return; } var rigid = umaData.gameObject.GetComponent <Rigidbody>(); if (rigid == null) { rigid = umaData.gameObject.AddComponent <Rigidbody>(); } rigid.constraints = RigidbodyConstraints.FreezeRotation; rigid.mass = umaData.characterMass; var capsule = umaData.gameObject.GetComponent <CapsuleCollider>(); if (capsule == null) { capsule = umaData.gameObject.AddComponent <CapsuleCollider>(); } capsule.radius = umaData.characterRadius; capsule.height = umaData.characterHeight; capsule.center = new Vector3(0, capsule.height * 0.5f - 0.04f, 0); }
/// <summary> /// Apply the overall scale modifications according to the given dna (determined by the dnaTypeHash) /// </summary> /// <param name="umaData"></param> /// <param name="skeleton"></param> /// <param name="dnaTypeHash"></param> public override void ApplyDNA(UMAData umaData, UMASkeleton skeleton, int dnaTypeHash) { if (this.converterController == null /*|| this.converterController.converterBehaviour == null*/ || _overallScaleModifiers.Count == 0) { return; } var umaDna = (DynamicUMADnaBase)umaData.GetDna(dnaTypeHash); //master weight determines how much we modify the converters base scale to our new value, 1 its fully overridden, 0 its left as it is var masterWeightCalc = masterWeight.GetWeight(umaDna); if (masterWeightCalc == 0f) { return; } float baseScale = this.converterController.baseScale; //Each modifier wants to change the base scale to its overall scale value depending on how stronly its dna(s) are applied //so we need to accumulate the differences each one wants to make rather than the full value float evaluatedScale = 0f; float evaluatedDiff = 0f; for (int i = 0; i < _overallScaleModifiers.Count; i++) { evaluatedDiff += ((_overallScaleModifiers[i].overallScale - baseScale) * _overallScaleModifiers[i].GetEvaluatedDNA(umaDna)); } //add the combined differences to the base scale evaluatedScale = baseScale + evaluatedDiff; //lerp to that result based on the masterWeightCalc float newScale = Mathf.Lerp(baseScale, evaluatedScale, masterWeightCalc); this.converterController.liveScale = newScale; }
/// <summary> /// Calls ApplyDNA on all this convertersControllers plugins (aka converters) that apply dna at the standard time /// </summary> /// <param name="umaData">The umaData on the avatar</param> /// <param name="skeleton">The avatars skeleton</param> /// <param name="dnaTypeHash">The dnaTypeHash that this converters behaviour is using</param> public void ApplyDNA(UMAData umaData, UMASkeleton skeleton) { UMADnaBase umaDna = null; //reset the live scale on the overallModifiers ready for any adjustments any plugins might make liveScale = -1; //Add this ApplyHeightMassRadius method to this umaDatas CharacterUpdated event so that HeightMassRadius and bounds BaseCharacterModifiers get applied after all ConverterControllers on this character umaData.OnCharacterBeforeUpdated += ApplyHeightMassRadius; //Add this ApplyAdjustScale method to this umaDatas DnaUpdated event so that we adjust the global scale just after all other dna adjustments umaData.OnCharacterBeforeDnaUpdated += ApplyAdjustScale; //fixDNAPrefabs- do we need to deal with 'reset' as dnaconverterBehaviour used to do? If so wouldn't we just apply all the plugins with MasterWeight set to 0? //if (!asReset) //{ umaDna = umaData.GetDna(DNATypeHash); //Make the DNAAssets match if they dont already, can happen when some parts are in bundles and others arent if (((DynamicUMADnaBase)umaDna).dnaAsset != DNAAsset) { ((DynamicUMADnaBase)umaDna).dnaAsset = DNAAsset; } //} for (int i = 0; i < _applyDNAPlugins.Count; i++) { _applyDNAPlugins[i].ApplyDNA(umaData, skeleton, DNATypeHash); } //_overallModifiers.UpdateCharacter(umaData, skeleton, false); ApplyDnaCallbackDelegates(umaData); }
/// <summary> /// Randomizes each value in the DNA using a Gaussian distribution. /// </summary> /// <param name="data">UMA data.</param> public void RandomizeDNAGaussian(UMAData data) { if (dnaConverter == null) { return; } UMADnaBase dna = data.GetDna(dnaConverter.DNATypeHash); if (dna == null) { return; } int entryCount = dna.Count; if (values == null) { values = new float[entryCount]; } for (int i = 0; i < entryCount; i++) { if (i < means.Length) { values[i] = UMAUtils.GaussianRandom(means[i], deviations[i]); } } dna.Values = values; }
/// <summary> /// Randomizes each value in the DNA using a Gaussian distribution. /// </summary> /// <param name="data">UMA data.</param> public void RandomizeDNAGaussian(UMAData data) { if (dnaConverter == null) { return; } UMADnaBase dna = data.GetDna(dnaConverter.DNATypeHash); if (dna == null) { return; } int entryCount = dna.Count; if (means.Length != entryCount) { Debug.LogWarning("Range settings out of sync with DNA, cannot apply!"); return; } if (values == null) { values = new float[entryCount]; } for (int i = 0; i < entryCount; i++) { values[i] = UMAUtils.GaussianRandom(means[i], deviations[i]); } dna.Values = values; }
public void ApplyDNA(UMAData data, UMASkeleton skeleton) { if (morphSet == null) { Debug.LogError("Missing morph set asset for: " + this.name); return; } UMADnaBase activeDNA = data.GetDna(this.dnaTypeHash); if (activeDNA == null) { Debug.LogError("Could not get DNA values for: " + this.name); return; } if (morphSet.startingPose != null) { morphSet.startingPose.ApplyPose(skeleton, 1f); } if (!String.IsNullOrEmpty(morphSet.startingBlendShape)) { data.SetBlendShape(morphSet.startingBlendShape, 1f); } if (activeDNA.Count == morphSet.dnaMorphs.Length) { float[] dnaValues = activeDNA.Values; for (int i = 0; i < dnaValues.Length; i++) { float dnaValue = dnaValues[i]; MorphSetDnaAsset.DNAMorphSet morph = morphSet.dnaMorphs[i]; ApplyMorph(dnaValue, data, skeleton, morph); } } else { Debug.LogWarning("DNA length mismatch, trying names. This is SLOW!"); string[] dnaNames = activeDNA.Names; for (int i = 0; i < morphSet.dnaMorphs.Length; i++) { if (String.IsNullOrEmpty(morphSet.dnaMorphs[i].dnaEntryName)) { continue; } int dnaIndex = System.Array.IndexOf(dnaNames, morphSet.dnaMorphs[i].dnaEntryName); if (dnaIndex < 0) { continue; } float dnaValue = activeDNA.GetValue(dnaIndex); MorphSetDnaAsset.DNAMorphSet morph = morphSet.dnaMorphs[i]; ApplyMorph(dnaValue, data, skeleton, morph); } } }
/// <summary> /// Apply the DNA information about eye spacing to a skeleton. /// </summary> /// <param name="umaData">The character data.</param> /// <param name="skeleton">Skeleton.</param> public static void UpdateTutorialBones(UMAData umaData, UMASkeleton skeleton) { var umaDna = umaData.GetDna <UMADnaTutorial>(); float spacing = (umaDna.eyeSpacing - 0.5f) * 0.01f; skeleton.SetPositionRelative(UMAUtils.StringToHash("LeftEye"), new Vector3(0f, -spacing, 0f)); skeleton.SetPositionRelative(UMAUtils.StringToHash("RightEye"), new Vector3(0f, spacing, 0f)); }
/// <summary> /// Apply the blendshape modifications according to the given dna (determined by the dnaTypeHash) /// </summary> /// <param name="umaData"></param> /// <param name="skeleton"></param> /// <param name="dnaTypeHash"></param> public override void ApplyDNA(UMAData umaData, UMASkeleton skeleton, int dnaTypeHash) { var umaDna = umaData.GetDna(dnaTypeHash); var masterWeightCalc = masterWeight.GetWeight(umaDna); for (int i = 0; i < _blendshapeDNAConverters.Count; i++) { _blendshapeDNAConverters[i].ApplyDNA(umaData, skeleton, umaDna, masterWeightCalc); } }
public void ApplyDNA(UMAData umaData, UMASkeleton skeleton, int dnaTypeHash, float masterWeight = 1f) { _liveShapeWeight = _startingShapeWeight; //dna weight superceeds startingWeight if it exists if (_modifyingDNA.UsedDNANames.Count > 0) { _activeDNA = (DynamicUMADnaBase)umaData.GetDna(dnaTypeHash); _liveShapeWeight = _modifyingDNA.Evaluate(_activeDNA); } _liveShapeWeight = _liveShapeWeight * masterWeight; _liveShapeWeight = Mathf.Clamp(_liveShapeWeight, 0f, 1f); umaData.SetBlendShape(_blendshapeToApply, _liveShapeWeight); }
public void ApplyDnaCallbackDelegates(UMAData umaData) { if (_dnaCallbackDelegates.Count == 0) { return; } UMADnaBase umaDna; //need to use the typehash umaDna = umaData.GetDna(DNATypeHash); if (umaDna.Count == 0) { return; } foreach (KeyValuePair <string, List <UnityAction <string, float> > > kp in _dnaCallbackDelegates) { for (int i = 0; i < kp.Value.Count; i++) { kp.Value[i].Invoke(kp.Key, (umaDna as DynamicUMADna).GetValue(kp.Key, true)); } } }
/// <summary> /// Uniformly randomizes each value in the DNA. /// </summary> /// <param name="data">UMA data.</param> public void RandomizeDNA(UMAData data) { if (dnaConverter == null) { return; } UMADnaBase dna = data.GetDna(dnaConverter.DNATypeHash); if (dna == null) { return; } int entryCount = dna.Count; for (int i = 0; i < means.Length; i++) { dna.SetValue(i, means[i] + (Random.value - 0.5f) * spreads[i]); } }
public void ApplyDNA(UMAData umaData, UMASkeleton skeleton, int dnaTypeHash, float masterWeight = 1f) { if (_poseToApply == null) { if (Debug.isDebugBuild) { Debug.LogWarning(umaData.gameObject.name + " had an invalid or empty pose set in its BonePoseDNAConverters in its DNAConverterController"); } return; } _livePoseWeight = _startingPoseWeight; //dna weight superceeds startingWeight if it exists if (_modifyingDNA.UsedDNANames.Count > 0) { _activeDNA = (DynamicUMADnaBase)umaData.GetDna(dnaTypeHash); _livePoseWeight = _modifyingDNA.Evaluate(_activeDNA); } _livePoseWeight = _livePoseWeight * masterWeight; _livePoseWeight = Mathf.Clamp(_livePoseWeight, 0f, 1f); _poseToApply.ApplyPose(skeleton, _livePoseWeight); }
/// <summary> /// Calls ApplyDNA on all this convertersControllers plugins (aka converters) that apply dna during the pre-pass /// </summary> /// <param name="umaData">The umaData on the avatar</param> /// <param name="skeleton">The avatars skeleton</param> /// <param name="dnaTypeHash">The dnaTypeHash that this converters behaviour is using</param> public void ApplyDNAPrepass(UMAData umaData, UMASkeleton skeleton) { if (!_prepared) { Prepare(); } UMADnaBase umaDna = umaData.GetDna(DNATypeHash); //Make the DNAAssets match if they dont already, can happen when some parts are in bundles and others arent if (((DynamicUMADnaBase)umaDna).dnaAsset != DNAAsset && DNAAsset != null) { ((DynamicUMADnaBase)umaDna).dnaAsset = DNAAsset; } if (_applyDNAPrepassPlugins.Count > 0) { for (int i = 0; i < _applyDNAPrepassPlugins.Count; i++) { _applyDNAPrepassPlugins[i].ApplyDNA(umaData, skeleton, DNATypeHash); } } }
public void ApplyDNA(UMAData data, UMASkeleton skeleton) { UMADnaBase activeDNA = data.GetDna(this.dnaTypeHash); if (activeDNA == null) { Debug.LogError("Could not get DNA values for: " + this.name); return; } if (startingPose != null) { startingPose.ApplyPose(skeleton, 1f); } if (activeDNA.Count == dnaPoses.Length) { float[] dnaValues = activeDNA.Values; for (int i = 0; i < dnaValues.Length; i++) { float dnaValue = dnaValues[i]; if ((dnaValue > 0.5f) && (dnaPoses[i].poseOne != null)) { float poseWeight = (dnaValue - 0.5f) * 2f; dnaPoses[i].poseOne.ApplyPose(skeleton, poseWeight); } else if ((dnaValue < 0.5f) && (dnaPoses[i].poseZero != null)) { float poseWeight = (0.5f - dnaValue) * 2f; dnaPoses[i].poseOne.ApplyPose(skeleton, poseWeight); } } } else { Debug.LogWarning("DNA length mismatch, trying names. This is SLOW!"); string[] dnaNames = activeDNA.Names; for (int i = 0; i < dnaPoses.Length; i++) { if ((dnaPoses[i].dnaEntryName == null) || (dnaPoses[i].dnaEntryName.Length == 0)) { continue; } int dnaIndex = System.Array.IndexOf(dnaNames, dnaPoses[i].dnaEntryName); if (dnaIndex < 0) { continue; } float dnaValue = activeDNA.GetValue(dnaIndex); if ((dnaValue > 0.5f) && (dnaPoses[i].poseOne != null)) { float poseWeight = (dnaValue - 0.5f) * 2f; dnaPoses[i].poseOne.ApplyPose(skeleton, poseWeight); } else if ((dnaValue < 0.5f) && (dnaPoses[i].poseZero != null)) { float poseWeight = (0.5f - dnaValue) * 2f; dnaPoses[i].poseOne.ApplyPose(skeleton, poseWeight); } } } }
/// <summary> /// Apply the modifiers using the given dna (determined by the typehash) /// </summary> /// <param name="umaData"></param> /// <param name="skeleton"></param> /// <param name="dnaTypeHash"></param> public override void ApplyDNA(UMAData umaData, UMASkeleton skeleton, int dnaTypeHash) { var umaDna = umaData.GetDna(dnaTypeHash); var masterWeightCalc = masterWeight.GetWeight(umaDna); if (masterWeightCalc == 0f) { return; } for (int i = 0; i < _skeletonModifiers.Count; i++) { _skeletonModifiers[i].umaDNA = umaDna; var thisHash = (_skeletonModifiers[i].hash != 0) ? _skeletonModifiers[i].hash : UMAUtils.StringToHash(_skeletonModifiers[i].hashName); //check skeleton has the bone we want to change if (!skeleton.HasBone(thisHash)) { //Debug.LogWarning("You were trying to apply skeleton modifications to a bone that didn't exist (" + _skeletonModifiers[i].hashName + ") on " + umaData.gameObject.name); continue; } //With these ValueX.x is the calculated value and ValueX.y is min and ValueX.z is max var thisValueX = _skeletonModifiers[i].CalculateValueX(umaDna); var thisValueY = _skeletonModifiers[i].CalculateValueY(umaDna); var thisValueZ = _skeletonModifiers[i].CalculateValueZ(umaDna); if (_skeletonModifiers[i].property == SkeletonModifier.SkeletonPropType.Position) { skeleton.SetPositionRelative(thisHash, new Vector3( Mathf.Clamp(thisValueX.x, thisValueX.y, thisValueX.z), Mathf.Clamp(thisValueY.x, thisValueY.y, thisValueY.z), Mathf.Clamp(thisValueZ.x, thisValueZ.y, thisValueZ.z)), masterWeightCalc); } else if (_skeletonModifiers[i].property == SkeletonModifier.SkeletonPropType.Rotation) { skeleton.SetRotationRelative(thisHash, Quaternion.Euler(new Vector3( Mathf.Clamp(thisValueX.x, thisValueX.y, thisValueX.z), Mathf.Clamp(thisValueY.x, thisValueY.y, thisValueY.z), Mathf.Clamp(thisValueZ.x, thisValueZ.y, thisValueZ.z))), masterWeightCalc); } else if (_skeletonModifiers[i].property == SkeletonModifier.SkeletonPropType.Scale) { //If there are two sets of skeletonModifiers and both are at 50% it needs to apply them both but the result should be cumulative //so we need to work out the difference this one is making, weight that and add it to the current scale of the bone var scale = new Vector3( Mathf.Clamp(thisValueX.x, thisValueX.y, thisValueX.z), Mathf.Clamp(thisValueY.x, thisValueY.y, thisValueY.z), Mathf.Clamp(thisValueZ.x, thisValueZ.y, thisValueZ.z)); //we cant use val.value here because the initial values always need to be applied var defaultVal = SkeletonModifier.skelAddDefaults[SkeletonModifier.SkeletonPropType.Scale].x; var scaleDiff = new Vector3(scale.x - defaultVal, scale.y - defaultVal, scale.z - defaultVal); var weightedScaleDiff = scaleDiff * masterWeightCalc; var fullScale = skeleton.GetScale(_skeletonModifiers[i].hash) + weightedScaleDiff; skeleton.SetScale(thisHash, fullScale); } } }
public void UpdateDynamicUMADnaBones(UMAData umaData, UMASkeleton skeleton, bool asReset = false) { UMADnaBase umaDna; //need to use the typehash umaDna = umaData.GetDna(DNATypeHash); if (umaDna == null || asReset == true) { umaDna = null; } //Make the DNAAssets match if they dont already... if (umaDna != null) { if (((DynamicUMADnaBase)umaDna).dnaAsset != dnaAsset) { ((DynamicUMADnaBase)umaDna).dnaAsset = dnaAsset; } } float overallScaleCalc = 0; //float lowerBackScale = 0; //bool overallScaleFound = false; //bool lowerBackScaleFound = false; for (int i = 0; i < skeletonModifiers.Count; i++) { skeletonModifiers[i].umaDNA = umaDna; var thisHash = (skeletonModifiers[i].hash != 0) ? skeletonModifiers[i].hash : GetHash(skeletonModifiers[i].hashName); //With these ValueX.x is the calculated value and ValueX.y is min and ValueX.z is max var thisValueX = skeletonModifiers[i].ValueX; var thisValueY = skeletonModifiers[i].ValueY; var thisValueZ = skeletonModifiers[i].ValueZ; if (skeletonModifiers[i].hashName == "Position" && skeletonModifiers[i].property == SkeletonModifier.SkeletonPropType.Scale) { //TODO eli added something for overall scale to RaceData- whats that supposed to do? var calcVal = thisValueX.x - skeletonModifiers[i].valuesX.val.value + overallScale; overallScaleCalc = Mathf.Clamp(calcVal, thisValueX.y, thisValueX.z); skeleton.SetScale(skeletonModifiers[i].hash, new Vector3(overallScaleCalc, overallScaleCalc, overallScaleCalc)); //overallScaleFound = true; //Debug.Log("overallScaleCalc was " + overallScaleCalc); } /*else if (skeletonModifiers[i].hashName == "LowerBack" && skeletonModifiers[i].property == SkeletonModifier.SkeletonPropType.Scale) * { * lowerBackScale = Mathf.Clamp(thisValueX.x, thisValueX.y, thisValueX.z); * skeleton.SetScale(skeletonModifiers[i].hash, new Vector3(lowerBackScale, lowerBackScale, lowerBackScale)); * lowerBackScaleFound = true; * }*/ else if (skeletonModifiers[i].property == SkeletonModifier.SkeletonPropType.Position) { skeleton.SetPositionRelative(thisHash, new Vector3( Mathf.Clamp(thisValueX.x, thisValueX.y, thisValueX.z), Mathf.Clamp(thisValueY.x, thisValueY.y, thisValueY.z), Mathf.Clamp(thisValueZ.x, thisValueZ.y, thisValueZ.z))); } else if (skeletonModifiers[i].property == SkeletonModifier.SkeletonPropType.Rotation) { skeleton.SetRotationRelative(thisHash, Quaternion.Euler(new Vector3( Mathf.Clamp(thisValueX.x, thisValueX.y, thisValueX.z), Mathf.Clamp(thisValueY.x, thisValueY.y, thisValueY.z), Mathf.Clamp(thisValueZ.x, thisValueZ.y, thisValueZ.z))), 1f); } else if (skeletonModifiers[i].property == SkeletonModifier.SkeletonPropType.Scale) { skeleton.SetScale(thisHash, new Vector3( Mathf.Clamp(thisValueX.x, thisValueX.y, thisValueX.z), Mathf.Clamp(thisValueY.x, thisValueY.y, thisValueY.z), Mathf.Clamp(thisValueZ.x, thisValueZ.y, thisValueZ.z))); } } if (startingPose != null && asReset == false) { for (int i = 0; i < startingPose.poses.Length; i++) { skeleton.Morph(startingPose.poses[i].hash, startingPose.poses[i].position, startingPose.poses[i].scale, startingPose.poses[i].rotation, startingPoseWeight); } } //overall modifiers //Try to use updated Bounds to set the height. if (overallModifiersEnabled && umaData.myRenderer != null) { if (umaData.myRenderer.localBounds.size.y == 0) { return; } var currentSMROffscreenSetting = umaData.myRenderer.updateWhenOffscreen; Bounds newBounds; //for this to properly calculate if the character is in a scaled game object it needs to be moved into the root var umaTransform = umaData.transform; var oldParent = umaTransform.parent; var originalRot = umaTransform.localRotation; var originalPos = umaTransform.localPosition; //we also need to disable any collider that is on it so it doesn't hit anything when its moved var thisCollider = umaData.gameObject.GetComponent <Collider>(); bool thisColliderEnabled = false; if (thisCollider) { thisColliderEnabled = thisCollider.enabled; thisCollider.enabled = false; } //Now move into the root umaTransform.SetParent(null, false); umaTransform.localRotation = Quaternion.identity; umaTransform.localPosition = Vector3.zero; //Do the calculations umaData.myRenderer.updateWhenOffscreen = true; newBounds = new Bounds(umaData.myRenderer.localBounds.center, umaData.myRenderer.localBounds.size); umaData.myRenderer.updateWhenOffscreen = currentSMROffscreenSetting; //move it back umaTransform.SetParent(oldParent, false); umaTransform.localRotation = originalRot; umaTransform.localPosition = originalPos; //set any collider to its original setting if (thisCollider) { thisCollider.enabled = thisColliderEnabled; } //somehow the bounds end up beneath the floor i.e. newBounds.center.y - newBounds.extents.y is actually a minus number //tighten bounds fixes this if (tightenBounds) { Vector3 newCenter = new Vector3(newBounds.center.x, newBounds.center.y, newBounds.center.z); Vector3 newSize = new Vector3(newBounds.size.x, newBounds.size.y, newBounds.size.z); if (newBounds.center.y - newBounds.extents.y < 0) { var underAmount = newBounds.center.y - newBounds.extents.y; newSize.y = (newBounds.center.y * 2) - underAmount; newCenter.y = newSize.y / 2; } Bounds modifiedBounds = new Bounds(newCenter, newSize); newBounds = modifiedBounds; } //character height can be based on the resulting height umaData.characterHeight = newBounds.size.y * (1 + radiusAdjust.y); //radius could be based on the resulting width umaData.characterRadius = (newBounds.size.x * (radiusAdjust.x /*/2*/) + newBounds.size.z * (radiusAdjust.x /*/ 2*/)) / 2; //then base the mass on a compond of those two modified by the mass modifiers values var radiusAsDNA = (umaData.characterRadius * 2) * overallScaleCalc; var radiusYAsDNA = ((1 + radiusAdjust.y) * 0.5f) * overallScaleCalc; umaData.characterMass = (massModifiers.x * overallScaleCalc) + massModifiers.y * radiusYAsDNA + massModifiers.z * radiusAsDNA; //add bounds padding if any was set if (boundsAdjust != Vector3.zero) { newBounds.Expand(boundsAdjust); } //set the padded bounds umaData.myRenderer.localBounds = newBounds; } }
public override void ApplyDNA(UMAData umaData, UMASkeleton skeleton, int dnaTypeHash) { //Add the reset listeners if we havent already //we need this because if 'fastGeneration' is false we may still get another loop //and we should not do this again if _dnaAppliedTo contains umaData.gameObject if (!_listenersAddedTo.Contains(umaData.gameObject)) { umaData.CharacterUpdated.AddListener(ResetOnCharaterUpdated); _listenersAddedTo.Add(umaData.gameObject); } if (_dnaAppliedTo.Contains(umaData.gameObject)) { return; } UMADnaBase activeDNA = umaData.GetDna(dnaTypeHash); if (activeDNA == null) { Debug.LogError("Could not get DNA values for: " + this.name); return; } var masterWeightCalc = masterWeight.GetWeight(activeDNA); if (masterWeightCalc == 0f) { return; } bool needsUpdate = false; for (int i = 0; i < _colorSets.Length; i++) { if (_colorSets[i].modifyingDNA.UsedDNANames.Count == 0 || string.IsNullOrEmpty(_colorSets[i].targetName)) { continue; } var targetOverlays = new List <OverlayData>(); for (int si = 0; si < umaData.umaRecipe.slotDataList.Length; si++) { var overlays = umaData.umaRecipe.slotDataList[si].GetOverlayList(); for (int oi = 0; oi < overlays.Count; oi++) { if (overlays[oi] != null) { //we can target specific Overlays or SharedColors now if ((overlays[oi].colorData.IsASharedColor && overlays[oi].colorData.name == _colorSets[i].targetName) || overlays[oi].overlayName == _colorSets[i].targetName) { if (!targetOverlays.Contains(overlays[oi])) { targetOverlays.Add(overlays[oi]); } } } } } if (targetOverlays.Count == 0) { continue; } if (_colorSets[i].EvaluateAndApplyAdjustments(activeDNA, masterWeightCalc, targetOverlays)) { needsUpdate = true; } } if (needsUpdate) { umaData.isTextureDirty = true; umaData.isAtlasDirty = true; } _dnaAppliedTo.Add(umaData.gameObject); }
/// <summary> /// Adjusts a skeleton to reflect the DNA values from UMA character data. /// </summary> /// <remarks> /// This will set the postion, rotation, and scale of the various adjustment /// bones used by the UMA human rigs to generate a unique character shape. /// Also calculates a somewhat realistic mass for the character and the /// height and radius of their default collider. /// </remarks> /// <param name="umaData">UMA data.</param> /// <param name="skeleton">Skeleton.</param> public static void UpdateUMAFemaleDNABones(UMAData umaData, UMASkeleton skeleton) { var umaDna = umaData.GetDna <UMADnaHumanoid>(); skeleton.SetScale(headAdjustHash, new Vector3( Mathf.Clamp(1, 1, 1), Mathf.Clamp(1 + (umaDna.headWidth - 0.5f) * 0.30f, 0.5f, 1.6f), Mathf.Clamp(1, 1, 1))); skeleton.SetScale(neckAdjustHash, new Vector3( Mathf.Clamp(1, 0.6f, 2), Mathf.Clamp(1 + (umaDna.neckThickness - 0.5f) * 0.80f, 0.5f, 1.6f), Mathf.Clamp(1 + (umaDna.neckThickness - 0.5f) * 1.2f, 0.5f, 1.6f))); skeleton.SetScale(leftOuterBreastHash, new Vector3( Mathf.Clamp(1 + (umaDna.breastSize - 0.5f) * 1.50f + (umaDna.upperWeight - 0.5f) * 0.10f, 0.6f, 1.5f), Mathf.Clamp(1 + (umaDna.breastSize - 0.5f) * 1.50f + (umaDna.upperWeight - 0.5f) * 0.10f, 0.6f, 1.5f), Mathf.Clamp(1 + (umaDna.breastSize - 0.5f) * 1.50f + (umaDna.upperWeight - 0.5f) * 0.10f, 0.6f, 1.5f))); skeleton.SetScale(rightOuterBreastHash, new Vector3( Mathf.Clamp(1 + (umaDna.breastSize - 0.5f) * 1.50f + (umaDna.upperWeight - 0.5f) * 0.10f, 0.6f, 1.5f), Mathf.Clamp(1 + (umaDna.breastSize - 0.5f) * 1.50f + (umaDna.upperWeight - 0.5f) * 0.10f, 0.6f, 1.5f), Mathf.Clamp(1 + (umaDna.breastSize - 0.5f) * 1.50f + (umaDna.upperWeight - 0.5f) * 0.10f, 0.6f, 1.5f))); skeleton.SetScale(leftEyeHash, new Vector3( Mathf.Clamp(1 + (umaDna.eyeSize - 0.5f) * 0.3f, 0.7f, 1.4f), Mathf.Clamp(1 + (umaDna.eyeSize - 0.5f) * 0.3f, 0.7f, 1.4f), Mathf.Clamp(1 + (umaDna.eyeSize - 0.5f) * 0.3f, 0.7f, 1.4f))); skeleton.SetScale(rightEyeHash, new Vector3( Mathf.Clamp(1 + (umaDna.eyeSize - 0.5f) * 0.3f, 0.7f, 1.4f), Mathf.Clamp(1 + (umaDna.eyeSize - 0.5f) * 0.3f, 0.7f, 1.4f), Mathf.Clamp(1 + (umaDna.eyeSize - 0.5f) * 0.3f, 0.7f, 1.4f))); skeleton.SetRotation(leftEyeAdjustHash, Quaternion.Euler(new Vector3((umaDna.eyeRotation - 0.5f) * 20, 0, 0))); skeleton.SetRotation(rightEyeAdjustHash, Quaternion.Euler(new Vector3(-(umaDna.eyeRotation - 0.5f) * 20, 0, 0))); skeleton.SetScale(spine1AdjustHash, new Vector3( Mathf.Clamp(1, 0.6f, 2), Mathf.Clamp(1 + (umaDna.upperWeight - 0.5f) * 0.10f + (umaDna.upperMuscle - 0.5f) * 0.15f, 0.75f, 1.10f), Mathf.Clamp(1 + (umaDna.upperWeight - 0.5f) * 0.10f + (umaDna.upperMuscle - 0.5f) * 0.25f, 0.85f, 1.00f))); skeleton.SetScale(spineAdjustHash, new Vector3( Mathf.Clamp(1, 0.6f, 2), Mathf.Clamp(1 + (umaDna.upperWeight - 0.5f) * 0.25f + (umaDna.upperMuscle - 0.5f) * 0.25f, 0.85f, 1.350f), Mathf.Clamp(1 + (umaDna.upperWeight - 0.5f) * 0.25f + (umaDna.upperMuscle - 0.5f) * 0.25f, 0.85f, 1.450f))); skeleton.SetScale(lowerBackBellyHash, new Vector3( Mathf.Clamp(1 + (umaDna.belly - 0.5f) * 1.75f, 0.35f, 1.75f), Mathf.Clamp(1 + (umaDna.waist - 0.5f) * 1.75f, 0.35f, 1.75f), Mathf.Clamp(1 + (umaDna.belly - 0.5f) * 3.00f, 0.35f, 3.0f))); skeleton.SetScale(lowerBackAdjustHash, new Vector3( Mathf.Clamp(1 + (umaDna.upperWeight - 0.5f) * 0.25f + (umaDna.lowerWeight - 0.5f) * 0.15f, 0.85f, 1.5f), Mathf.Clamp(1 + (umaDna.upperWeight - 0.5f) * 0.25f + (umaDna.lowerWeight - 0.5f) * 0.15f, 0.85f, 1.5f), Mathf.Clamp(1 + (umaDna.upperWeight - 0.5f) * 0.25f + (umaDna.lowerWeight - 0.5f) * 0.15f, 0.85f, 1.5f))); skeleton.SetScale(leftTrapeziusHash, new Vector3( Mathf.Clamp(1 + (umaDna.upperMuscle - 0.5f) * 1.35f, 0.65f, 1.35f), Mathf.Clamp(1 + (umaDna.upperMuscle - 0.5f) * 1.35f, 0.65f, 1.35f), Mathf.Clamp(1 + (umaDna.upperMuscle - 0.5f) * 1.35f, 0.65f, 1.35f))); skeleton.SetScale(rightTrapeziusHash, new Vector3( Mathf.Clamp(1 + (umaDna.upperMuscle - 0.5f) * 1.35f, 0.65f, 1.35f), Mathf.Clamp(1 + (umaDna.upperMuscle - 0.5f) * 1.35f, 0.65f, 1.35f), Mathf.Clamp(1 + (umaDna.upperMuscle - 0.5f) * 1.35f, 0.65f, 1.35f))); skeleton.SetScale(leftArmAdjustHash, new Vector3( Mathf.Clamp(1, 0.6f, 2), Mathf.Clamp(1 + (umaDna.armWidth - 0.5f) * 0.65f, 0.65f, 1.65f), Mathf.Clamp(1 + (umaDna.armWidth - 0.5f) * 0.65f, 0.65f, 1.65f))); skeleton.SetScale(rightArmAdjustHash, new Vector3( Mathf.Clamp(1, 0.6f, 2), Mathf.Clamp(1 + (umaDna.armWidth - 0.5f) * 0.65f, 0.65f, 1.65f), Mathf.Clamp(1 + (umaDna.armWidth - 0.5f) * 0.65f, 0.65f, 1.65f))); skeleton.SetScale(leftForeArmAdjustHash, new Vector3( Mathf.Clamp(1, 0.6f, 2), Mathf.Clamp(1 + (umaDna.forearmWidth - 0.5f) * 0.65f, 0.75f, 1.25f), Mathf.Clamp(1 + (umaDna.forearmWidth - 0.5f) * 0.65f, 0.75f, 1.25f))); skeleton.SetScale(rightForeArmAdjustHash, new Vector3( Mathf.Clamp(1, 0.6f, 2), Mathf.Clamp(1 + (umaDna.forearmWidth - 0.5f) * 0.65f, 0.75f, 1.25f), Mathf.Clamp(1 + (umaDna.forearmWidth - 0.5f) * 0.65f, 0.75f, 1.25f))); skeleton.SetScale(leftForeArmTwistAdjustHash, new Vector3( Mathf.Clamp(1, 0.6f, 2), Mathf.Clamp(1 + (umaDna.forearmWidth - 0.5f) * 0.35f, 0.75f, 1.25f), Mathf.Clamp(1 + (umaDna.forearmWidth - 0.5f) * 0.35f, 0.75f, 1.25f))); skeleton.SetScale(rightForeArmTwistAdjustHash, new Vector3( Mathf.Clamp(1, 0.6f, 2), Mathf.Clamp(1 + (umaDna.forearmWidth - 0.5f) * 0.35f, 0.75f, 1.25f), Mathf.Clamp(1 + (umaDna.forearmWidth - 0.5f) * 0.35f, 0.75f, 1.25f))); skeleton.SetScale(leftShoulderAdjustHash, new Vector3( Mathf.Clamp(1, 0.6f, 2), Mathf.Clamp(1 + (umaDna.upperWeight - 0.5f) * 0.35f + (umaDna.upperMuscle - 0.5f) * 0.55f, 0.75f, 1.25f), Mathf.Clamp(1 + (umaDna.upperWeight - 0.5f) * 0.35f + (umaDna.upperMuscle - 0.5f) * 0.55f, 0.75f, 1.25f))); skeleton.SetScale(rightShoulderAdjustHash, new Vector3( Mathf.Clamp(1, 0.6f, 2), Mathf.Clamp(1 + (umaDna.upperWeight - 0.5f) * 0.35f + (umaDna.upperMuscle - 0.5f) * 0.55f, 0.75f, 1.25f), Mathf.Clamp(1 + (umaDna.upperWeight - 0.5f) * 0.35f + (umaDna.upperMuscle - 0.5f) * 0.55f, 0.75f, 1.25f))); skeleton.SetScale(leftUpLegAdjustHash, new Vector3( Mathf.Clamp(1, 0.6f, 2), Mathf.Clamp(1 + (umaDna.lowerWeight - 0.5f) * 0.65f + (umaDna.lowerMuscle - 0.5f) * 0.15f - (umaDna.legsSize - 0.5f), 0.45f, 1.35f), Mathf.Clamp(1 + (umaDna.lowerWeight - 0.5f) * 0.65f + (umaDna.lowerMuscle - 0.5f) * 0.15f - (umaDna.legsSize - 0.5f), 0.45f, 1.35f))); skeleton.SetScale(rightUpLegAdjustHash, new Vector3( Mathf.Clamp(1, 0.6f, 2), Mathf.Clamp(1 + (umaDna.lowerWeight - 0.5f) * 0.65f + (umaDna.lowerMuscle - 0.5f) * 0.15f - (umaDna.legsSize - 0.5f), 0.45f, 1.35f), Mathf.Clamp(1 + (umaDna.lowerWeight - 0.5f) * 0.65f + (umaDna.lowerMuscle - 0.5f) * 0.15f - (umaDna.legsSize - 0.5f), 0.45f, 1.35f))); skeleton.SetScale(leftLegAdjustHash, new Vector3( Mathf.Clamp(1, 0.6f, 2), Mathf.Clamp(1 + (umaDna.lowerWeight - 0.5f) * 0.15f + (umaDna.lowerMuscle - 0.5f) * 0.95f - (umaDna.legsSize - 0.5f), 0.65f, 1.45f), Mathf.Clamp(1 + (umaDna.lowerWeight - 0.5f) * 0.15f + (umaDna.lowerMuscle - 0.5f) * 0.75f - (umaDna.legsSize - 0.5f), 0.65f, 1.45f))); skeleton.SetScale(rightLegAdjustHash, new Vector3( Mathf.Clamp(1, 0.6f, 2), Mathf.Clamp(1 + (umaDna.lowerWeight - 0.5f) * 0.15f + (umaDna.lowerMuscle - 0.5f) * 0.95f - (umaDna.legsSize - 0.5f), 0.65f, 1.45f), Mathf.Clamp(1 + (umaDna.lowerWeight - 0.5f) * 0.15f + (umaDna.lowerMuscle - 0.5f) * 0.75f - (umaDna.legsSize - 0.5f), 0.65f, 1.45f))); skeleton.SetScale(leftGluteusHash, new Vector3( Mathf.Clamp(1 + (umaDna.gluteusSize - 0.5f) * 1.35f, 0.25f, 2.35f), Mathf.Clamp(1 + (umaDna.gluteusSize - 0.5f) * 1.35f, 0.25f, 2.35f), Mathf.Clamp(1 + (umaDna.gluteusSize - 0.5f) * 1.35f, 0.25f, 2.35f))); skeleton.SetScale(rightGluteusHash, new Vector3( Mathf.Clamp(1 + (umaDna.gluteusSize - 0.5f) * 1.35f, 0.25f, 2.35f), Mathf.Clamp(1 + (umaDna.gluteusSize - 0.5f) * 1.35f, 0.25f, 2.35f), Mathf.Clamp(1 + (umaDna.gluteusSize - 0.5f) * 1.35f, 0.25f, 2.35f))); skeleton.SetScale(leftEarAdjustHash, new Vector3( Mathf.Clamp(1 + (umaDna.earsSize - 0.5f) * 1.0f, 0.75f, 1.5f), Mathf.Clamp(1 + (umaDna.earsSize - 0.5f) * 1.0f, 0.75f, 1.5f), Mathf.Clamp(1 + (umaDna.earsSize - 0.5f) * 1.0f, 0.75f, 1.5f))); skeleton.SetScale(rightEarAdjustHash, new Vector3( Mathf.Clamp(1 + (umaDna.earsSize - 0.5f) * 1.0f, 0.75f, 1.5f), Mathf.Clamp(1 + (umaDna.earsSize - 0.5f) * 1.0f, 0.75f, 1.5f), Mathf.Clamp(1 + (umaDna.earsSize - 0.5f) * 1.0f, 0.75f, 1.5f))); skeleton.SetPositionRelative(leftEarAdjustHash, new Vector3( Mathf.Clamp(0 + (umaDna.headWidth - 0.5f) * -0.01f, -0.01f, 0.01f), Mathf.Clamp(0 + (umaDna.headWidth - 0.5f) * -0.03f, -0.03f, 0.03f), Mathf.Clamp(0 + (umaDna.earsPosition - 0.5f) * 0.02f, -0.02f, 0.02f))); skeleton.SetPositionRelative(rightEarAdjustHash, new Vector3( Mathf.Clamp(0 + (umaDna.headWidth - 0.5f) * -0.01f, -0.01f, 0.01f), Mathf.Clamp(0 + (umaDna.headWidth - 0.5f) * 0.03f, -0.03f, 0.03f), Mathf.Clamp(0 + (umaDna.earsPosition - 0.5f) * 0.02f, -0.02f, 0.02f))); skeleton.SetRotation(leftEarAdjustHash, Quaternion.Euler(new Vector3( Mathf.Clamp(0, -30, 80), Mathf.Clamp(0, -30, 80), Mathf.Clamp((umaDna.earsRotation - 0.5f) * 40, -15, 40)))); skeleton.SetRotation(rightEarAdjustHash, Quaternion.Euler(new Vector3( Mathf.Clamp(0, -30, 80), Mathf.Clamp(0, -30, 80), Mathf.Clamp((umaDna.earsRotation - 0.5f) * -40, -40, 15)))); skeleton.SetScale(noseBaseAdjustHash, new Vector3( Mathf.Clamp(1 + (umaDna.noseSize - 0.5f) * 1.5f, 0.4f, 3.0f), Mathf.Clamp(1 + (umaDna.noseSize - 0.5f) * 0.15f + (umaDna.noseWidth - 0.5f) * 1.0f, 0.25f, 3.0f), Mathf.Clamp(1 + (umaDna.noseSize - 0.5f) * 0.15f + (umaDna.noseFlatten - 0.5f) * 0.75f, 0.25f, 3.0f))); skeleton.SetScale(noseMiddleAdjustHash, new Vector3( Mathf.Clamp(1 + (umaDna.noseCurve - 0.5f) * 1.9f + (umaDna.noseSize - 0.5f) * 1.0f, 0.5f, 3.0f), Mathf.Clamp(1 + (umaDna.noseCurve - 0.5f) * 0.15f + (umaDna.noseSize - 0.5f) * 0.25f + (umaDna.noseWidth - 0.5f) * 0.5f, 0.5f, 3.0f), Mathf.Clamp(1 + (umaDna.noseCurve - 0.5f) * 0.15f + (umaDna.noseSize - 0.5f) * 0.10f, 0.5f, 3.0f))); skeleton.SetRotation(noseBaseAdjustHash, Quaternion.Euler(new Vector3( Mathf.Clamp(0, -30, 80), Mathf.Clamp((umaDna.noseInclination - 0.5f) * 60, -60, 30), Mathf.Clamp(0, -30, 80)))); skeleton.SetPositionRelative(noseBaseAdjustHash, new Vector3( Mathf.Clamp(0 + (umaDna.nosePronounced - 0.5f) * -0.0125f, -0.025f, 0.025f), Mathf.Clamp(0, -0.05f, 0.05f), Mathf.Clamp(0 + (umaDna.nosePosition - 0.5f) * 0.0125f, -0.025f, 0.025f))); skeleton.SetPositionRelative(noseMiddleAdjustHash, new Vector3( Mathf.Clamp(0 + (umaDna.nosePronounced - 0.5f) * -0.006f, -0.012f, 0.012f), Mathf.Clamp(0, -0.05f, 0.05f), Mathf.Clamp(0 + (umaDna.nosePosition - 0.5f) * 0.007f, -0.015f, 0.015f))); skeleton.SetPositionRelative(leftNoseAdjustHash, new Vector3( Mathf.Clamp(0 + (umaDna.nosePronounced - 0.5f) * -0.0125f, -0.025f, 0.025f), Mathf.Clamp(0, -0.05f, 0.05f), Mathf.Clamp(0 + (umaDna.nosePosition - 0.5f) * 0.0125f, -0.025f, 0.025f))); skeleton.SetPositionRelative(rightNoseAdjustHash, new Vector3( Mathf.Clamp(0 + (umaDna.nosePronounced - 0.5f) * -0.0125f, -0.025f, 0.025f), Mathf.Clamp(0, -0.05f, 0.05f), Mathf.Clamp(0 + (umaDna.nosePosition - 0.5f) * 0.0125f, -0.025f, 0.025f))); skeleton.SetPositionRelative(upperLipsAdjustHash, new Vector3( Mathf.Clamp(0, -0.05f, 0.05f), Mathf.Clamp(0, -0.05f, 0.05f), Mathf.Clamp(0 + (umaDna.nosePosition - 0.5f) * 0.0045f, -0.0045f, 0.0045f))); skeleton.SetScale(mandibleAdjustHash, new Vector3( Mathf.Clamp(1 + (umaDna.chinPronounced - 0.5f) * 0.18f, 0.55f, 1.75f), Mathf.Clamp(1 + (umaDna.chinSize - 0.5f) * 1.3f, 0.75f, 1.3f), Mathf.Clamp(1, 0.4f, 1.5f))); skeleton.SetPositionRelative(mandibleAdjustHash, new Vector3( Mathf.Clamp(0, -0.0125f, 0.0125f), Mathf.Clamp(0, -0.0125f, 0.0125f), Mathf.Clamp(0 + (umaDna.chinPosition - 0.5f) * 0.0075f, -0.0075f, 0.0075f))); skeleton.SetPositionRelative(leftLowMaxilarAdjustHash, new Vector3( Mathf.Clamp(0, -0.05f, 0.05f), Mathf.Clamp(0 + (umaDna.jawsSize - 0.5f) * 0.025f, -0.025f, 0.025f), Mathf.Clamp(0 + (umaDna.jawsPosition - 0.5f) * 0.03f, -0.03f, 0.03f))); skeleton.SetPositionRelative(rightLowMaxilarAdjustHash, new Vector3( Mathf.Clamp(0, -0.05f, 0.05f), Mathf.Clamp(0 + (umaDna.jawsSize - 0.5f) * -0.025f, -0.025f, 0.025f), Mathf.Clamp(0 + (umaDna.jawsPosition - 0.5f) * 0.03f, -0.03f, 0.03f))); skeleton.SetScale(leftCheekAdjustHash, new Vector3( Mathf.Clamp(1 + (umaDna.cheekSize - 0.5f) * 1.05f, 0.35f, 2.05f), Mathf.Clamp(1 + (umaDna.cheekSize - 0.5f) * 1.05f, 0.35f, 2.05f), Mathf.Clamp(1 + (umaDna.cheekSize - 0.5f) * 1.05f, 0.35f, 2.05f))); skeleton.SetScale(rightCheekAdjustHash, new Vector3( Mathf.Clamp(1 + (umaDna.cheekSize - 0.5f) * 1.05f, 0.35f, 2.05f), Mathf.Clamp(1 + (umaDna.cheekSize - 0.5f) * 1.05f, 0.35f, 2.05f), Mathf.Clamp(1 + (umaDna.cheekSize - 0.5f) * 1.05f, 0.35f, 2.05f))); skeleton.SetPositionRelative(leftCheekAdjustHash, new Vector3( Mathf.Clamp(0, -0.05f, 0.05f), Mathf.Clamp(0, -0.05f, 0.05f), Mathf.Clamp(0 + (umaDna.cheekPosition - 0.5f) * 0.03f, -0.03f, 0.03f))); skeleton.SetPositionRelative(rightCheekAdjustHash, new Vector3( Mathf.Clamp(0, -0.05f, 0.05f), Mathf.Clamp(0, -0.05f, 0.05f), Mathf.Clamp(0 + (umaDna.cheekPosition - 0.5f) * 0.03f, -0.03f, 0.03f))); skeleton.SetPositionRelative(leftLowCheekAdjustHash, new Vector3( Mathf.Clamp(0 + (umaDna.lowCheekPronounced - 0.5f) * -0.035f, -0.07f, 0.035f), Mathf.Clamp(0, -0.05f, 0.05f), Mathf.Clamp(0 + (umaDna.lowCheekPosition - 0.5f) * 0.06f, -0.06f, 0.06f))); skeleton.SetPositionRelative(rightLowCheekAdjustHash, new Vector3( Mathf.Clamp(0 + (umaDna.lowCheekPronounced - 0.5f) * -0.035f, -0.07f, 0.035f), Mathf.Clamp(0, -0.05f, 0.05f), Mathf.Clamp(0 + (umaDna.lowCheekPosition - 0.5f) * 0.06f, -0.06f, 0.06f))); skeleton.SetPositionRelative(noseTopAdjustHash, new Vector3( Mathf.Clamp(0 + (umaDna.foreheadSize - 0.5f) * -0.015f, -0.025f, 0.005f), Mathf.Clamp(0, -0.05f, 0.05f), Mathf.Clamp(0 + (umaDna.foreheadPosition - 0.5f) * -0.025f + (umaDna.foreheadSize - 0.5f) * -0.0015f, -0.015f, 0.0025f))); skeleton.SetPositionRelative(leftEyebrowLowAdjustHash, new Vector3( Mathf.Clamp(0 + (umaDna.foreheadSize - 0.5f) * -0.015f, -0.025f, 0.005f), Mathf.Clamp(0, -0.05f, 0.05f), Mathf.Clamp(0 + (umaDna.foreheadPosition - 0.5f) * -0.02f + (umaDna.foreheadSize - 0.5f) * -0.005f, -0.015f, 0.005f))); skeleton.SetPositionRelative(leftEyebrowMiddleAdjustHash, new Vector3( Mathf.Clamp(0 + (umaDna.foreheadSize - 0.5f) * -0.015f, -0.025f, 0.005f), Mathf.Clamp(0, -0.05f, 0.05f), Mathf.Clamp(0 + (umaDna.foreheadPosition - 0.5f) * -0.04f + (umaDna.foreheadSize - 0.5f) * -0.005f, -0.025f, 0.005f))); skeleton.SetPositionRelative(leftEyebrowUpAdjustHash, new Vector3( Mathf.Clamp(0 + (umaDna.foreheadSize - 0.5f) * -0.015f, -0.025f, 0.005f), Mathf.Clamp(0, -0.05f, 0.05f), Mathf.Clamp(0 + (umaDna.foreheadPosition - 0.5f) * -0.007f + (umaDna.foreheadSize - 0.5f) * -0.005f, -0.010f, 0.005f))); skeleton.SetPositionRelative(rightEyebrowLowAdjustHash, new Vector3( Mathf.Clamp(0 + (umaDna.foreheadSize - 0.5f) * -0.015f, -0.025f, 0.005f), Mathf.Clamp(0, -0.05f, 0.05f), Mathf.Clamp(0 + (umaDna.foreheadPosition - 0.5f) * -0.02f + (umaDna.foreheadSize - 0.5f) * -0.005f, -0.015f, 0.005f))); skeleton.SetPositionRelative(rightEyebrowMiddleAdjustHash, new Vector3( Mathf.Clamp(0 + (umaDna.foreheadSize - 0.5f) * -0.015f, -0.025f, 0.005f), Mathf.Clamp(0, -0.05f, 0.05f), Mathf.Clamp(0 + (umaDna.foreheadPosition - 0.5f) * -0.04f + (umaDna.foreheadSize - 0.5f) * -0.005f, -0.025f, 0.005f))); skeleton.SetPositionRelative(rightEyebrowUpAdjustHash, new Vector3( Mathf.Clamp(0 + (umaDna.foreheadSize - 0.5f) * -0.015f, -0.025f, 0.005f), Mathf.Clamp(0, -0.05f, 0.05f), Mathf.Clamp(0 + (umaDna.foreheadPosition - 0.5f) * -0.007f + (umaDna.foreheadSize - 0.5f) * -0.005f, -0.010f, 0.005f))); skeleton.SetScale(lipsSuperiorAdjustHash, new Vector3( Mathf.Clamp(1 + (umaDna.lipsSize - 0.5f) * 0.05f, 1.0f, 1.05f), Mathf.Clamp(1 + (umaDna.lipsSize - 0.5f) * 0.9f, 0.65f, 1.5f), Mathf.Clamp(1 + (umaDna.lipsSize - 0.5f) * 0.9f, 0.65f, 1.5f))); skeleton.SetScale(lipsInferiorAdjustHash, new Vector3( Mathf.Clamp(1 + (umaDna.lipsSize - 0.5f) * 0.05f, 1.0f, 1.05f), Mathf.Clamp(1 + (umaDna.lipsSize - 0.5f) * 1.0f, 0.65f, 1.5f), Mathf.Clamp(1 + (umaDna.lipsSize - 0.5f) * 1.0f, 0.65f, 1.5f))); skeleton.SetScale(leftLipsSuperiorMiddleAdjustHash, new Vector3( Mathf.Clamp(1 + (umaDna.lipsSize - 0.5f) * 0.05f, 1.0f, 1.05f), Mathf.Clamp(1 + (umaDna.lipsSize - 0.5f) * 0.9f, 0.65f, 1.5f), Mathf.Clamp(1 + (umaDna.lipsSize - 0.5f) * 0.9f, 0.65f, 1.5f))); skeleton.SetScale(rightLipsSuperiorMiddleAdjustHash, new Vector3( Mathf.Clamp(1 + (umaDna.lipsSize - 0.5f) * 0.05f, 1.0f, 1.05f), Mathf.Clamp(1 + (umaDna.lipsSize - 0.5f) * 0.9f, 0.65f, 1.5f), Mathf.Clamp(1 + (umaDna.lipsSize - 0.5f) * 0.9f, 0.65f, 1.5f))); skeleton.SetScale(leftLipsInferiorAdjustHash, new Vector3( Mathf.Clamp(1 + (umaDna.lipsSize - 0.5f) * 0.05f, 1.0f, 1.05f), Mathf.Clamp(1 + (umaDna.lipsSize - 0.5f) * 0.9f, 0.65f, 1.5f), Mathf.Clamp(1 + (umaDna.lipsSize - 0.5f) * 0.9f, 0.65f, 1.5f))); skeleton.SetScale(rightLipsInferiorAdjustHash, new Vector3( Mathf.Clamp(1 + (umaDna.lipsSize - 0.5f) * 0.05f, 1.0f, 1.05f), Mathf.Clamp(1 + (umaDna.lipsSize - 0.5f) * 0.9f, 0.65f, 1.5f), Mathf.Clamp(1 + (umaDna.lipsSize - 0.5f) * 0.9f, 0.65f, 1.5f))); skeleton.SetPositionRelative(lipsInferiorAdjustHash, new Vector3( Mathf.Clamp(0, -0.05f, 0.05f), Mathf.Clamp(0, -0.05f, 0.05f), Mathf.Clamp(0 + (umaDna.lipsSize - 0.5f) * -0.008f, -0.1f, 0.1f))); skeleton.SetPositionRelative(leftLipsAdjustHash, new Vector3( Mathf.Clamp(0, -0.05f, 0.05f), Mathf.Clamp(0 + (umaDna.mouthSize - 0.5f) * 0.03f, -0.02f, 0.005f), Mathf.Clamp(0, -0.05f, 0.05f))); skeleton.SetPositionRelative(rightLipsAdjustHash, new Vector3( Mathf.Clamp(0, -0.05f, 0.05f), Mathf.Clamp(0 + (umaDna.mouthSize - 0.5f) * -0.03f, -0.005f, 0.02f), Mathf.Clamp(0, -0.05f, 0.05f))); skeleton.SetPositionRelative(leftLipsSuperiorMiddleAdjustHash, new Vector3( Mathf.Clamp(0, -0.05f, 0.05f), Mathf.Clamp(0 + (umaDna.mouthSize - 0.5f) * 0.007f, -0.02f, 0.005f), Mathf.Clamp(0, -0.05f, 0.05f))); skeleton.SetPositionRelative(rightLipsSuperiorMiddleAdjustHash, new Vector3( Mathf.Clamp(0, -0.05f, 0.05f), Mathf.Clamp(0 + (umaDna.mouthSize - 0.5f) * -0.007f, -0.005f, 0.02f), Mathf.Clamp(0, -0.05f, 0.05f))); skeleton.SetPositionRelative(leftLipsInferiorAdjustHash, new Vector3( Mathf.Clamp(0, -0.05f, 0.05f), Mathf.Clamp(0 + (umaDna.mouthSize - 0.5f) * 0.007f, -0.02f, 0.005f), Mathf.Clamp(0 + (umaDna.lipsSize - 0.5f) * -0.008f, -0.1f, 0.1f))); skeleton.SetPositionRelative(rightLipsInferiorAdjustHash, new Vector3( Mathf.Clamp(0, -0.05f, 0.05f), Mathf.Clamp(0 + (umaDna.mouthSize - 0.5f) * -0.007f, -0.005f, 0.02f), Mathf.Clamp(0 + (umaDna.lipsSize - 0.5f) * -0.008f, -0.1f, 0.1f))); ////Bone structure change float overallScale = 0.81f + (umaDna.height - 0.5f) * 1.0f + (umaDna.legsSize - 0.5f) * 1.0f; overallScale = Mathf.Clamp(overallScale, 0.4f, 1.8f); skeleton.SetScale(positionHash, new Vector3(overallScale, overallScale, overallScale)); skeleton.SetPositionRelative(positionHash, new Vector3( Mathf.Clamp((umaDna.feetSize - 0.5f) * -0.17f, -0.15f, 0.0675f), Mathf.Clamp(0, -10, 10), Mathf.Clamp(0, -10, 10))); float lowerBackScale = Mathf.Clamp(1 - (umaDna.legsSize - 0.5f) * 1.0f, 0.5f, 3.0f); skeleton.SetScale(lowerBackHash, new Vector3(lowerBackScale, lowerBackScale, lowerBackScale)); skeleton.SetScale(headHash, new Vector3( Mathf.Clamp(1 + (umaDna.headSize - 0.5f) * 2.0f, 0.5f, 2), Mathf.Clamp(1 + (umaDna.headSize - 0.5f) * 2.0f, 0.5f, 2), Mathf.Clamp(1 + (umaDna.headSize - 0.5f) * 2.0f, 0.5f, 2))); skeleton.SetScale(leftArmHash, new Vector3( Mathf.Clamp(1 + (umaDna.armLength - 0.5f) * 2.0f, 0.5f, 2.0f), Mathf.Clamp(1 + (umaDna.armLength - 0.5f) * 2.0f, 0.5f, 2.0f), Mathf.Clamp(1 + (umaDna.armLength - 0.5f) * 2.0f, 0.5f, 2.0f))); skeleton.SetScale(rightArmHash, new Vector3( Mathf.Clamp(1 + (umaDna.armLength - 0.5f) * 2.0f, 0.5f, 2.0f), Mathf.Clamp(1 + (umaDna.armLength - 0.5f) * 2.0f, 0.5f, 2.0f), Mathf.Clamp(1 + (umaDna.armLength - 0.5f) * 2.0f, 0.5f, 2.0f))); skeleton.SetScale(leftForeArmHash, new Vector3( Mathf.Clamp(1 + (umaDna.forearmLength - 0.5f) * 2.0f, 0.5f, 2.0f), Mathf.Clamp(1 + (umaDna.forearmLength - 0.5f) * 2.0f, 0.5f, 2.0f), Mathf.Clamp(1 + (umaDna.forearmLength - 0.5f) * 2.0f, 0.5f, 2.0f))); skeleton.SetScale(rightForeArmHash, new Vector3( Mathf.Clamp(1 + (umaDna.forearmLength - 0.5f) * 2.0f, 0.5f, 2.0f), Mathf.Clamp(1 + (umaDna.forearmLength - 0.5f) * 2.0f, 0.5f, 2.0f), Mathf.Clamp(1 + (umaDna.forearmLength - 0.5f) * 2.0f, 0.5f, 2.0f))); skeleton.SetScale(leftHandHash, new Vector3( Mathf.Clamp(1 + (umaDna.handsSize - 0.5f) * 2.0f, 0.5f, 2.0f), Mathf.Clamp(1 + (umaDna.handsSize - 0.5f) * 2.0f, 0.5f, 2.0f), Mathf.Clamp(1 + (umaDna.handsSize - 0.5f) * 2.0f, 0.5f, 2.0f))); skeleton.SetScale(rightHandHash, new Vector3( Mathf.Clamp(1 + (umaDna.handsSize - 0.5f) * 2.0f, 0.5f, 2.0f), Mathf.Clamp(1 + (umaDna.handsSize - 0.5f) * 2.0f, 0.5f, 2.0f), Mathf.Clamp(1 + (umaDna.handsSize - 0.5f) * 2.0f, 0.5f, 2.0f))); skeleton.SetScale(leftFootHash, new Vector3( Mathf.Clamp(1 + (umaDna.feetSize - 0.5f) * 2.0f, 0.5f, 2.0f), Mathf.Clamp(1 + (umaDna.feetSize - 0.5f) * 2.0f, 0.5f, 2.0f), Mathf.Clamp(1 + (umaDna.feetSize - 0.5f) * 2.0f, 0.5f, 2.0f))); skeleton.SetScale(rightFootHash, new Vector3( Mathf.Clamp(1 + (umaDna.feetSize - 0.5f) * 2.0f, 0.5f, 2.0f), Mathf.Clamp(1 + (umaDna.feetSize - 0.5f) * 2.0f, 0.5f, 2.0f), Mathf.Clamp(1 + (umaDna.feetSize - 0.5f) * 2.0f, 0.5f, 2.0f))); skeleton.SetPositionRelative(leftUpLegHash, new Vector3( Mathf.Clamp(0, -10, 10), Mathf.Clamp((umaDna.legSeparation - 0.5f) * -0.15f + (umaDna.lowerWeight - 0.5f) * -0.035f + (umaDna.legsSize - 0.5f) * 0.1f, -0.055f, 0.055f), Mathf.Clamp(0, -10, 10))); skeleton.SetPositionRelative(rightUpLegHash, new Vector3( Mathf.Clamp(0, -10, 10), Mathf.Clamp((umaDna.legSeparation - 0.5f) * 0.15f + (umaDna.lowerWeight - 0.5f) * 0.035f + (umaDna.legsSize - 0.5f) * -0.1f, -0.055f, 0.055f), Mathf.Clamp(0, -10, 10))); skeleton.SetPositionRelative(leftShoulderHash, new Vector3( Mathf.Clamp(0, -10, 10), Mathf.Clamp((umaDna.upperMuscle - 0.5f) * -0.0235f, -0.025f, 0.015f), Mathf.Clamp(0, -10, 10))); skeleton.SetPositionRelative(rightShoulderHash, new Vector3( Mathf.Clamp(0, -10, 10), Mathf.Clamp((umaDna.upperMuscle - 0.5f) * 0.0235f, -0.015f, 0.025f), Mathf.Clamp(0, -10, 10))); skeleton.SetScale(mandibleHash, new Vector3( Mathf.Clamp(1 + (umaDna.mandibleSize - 0.5f) * 0.35f, 0.35f, 1.35f), Mathf.Clamp(1 + (umaDna.mandibleSize - 0.5f) * 0.35f, 0.35f, 1.35f), Mathf.Clamp(1 + (umaDna.mandibleSize - 0.5f) * 0.35f, 0.35f, 1.35f))); float raceHeight = umaData.umaRecipe.raceData.raceHeight; float raceRadius = umaData.umaRecipe.raceData.raceRadius; float raceMass = umaData.umaRecipe.raceData.raceMass; umaData.characterHeight = raceHeight * overallScale * (0.425f + 0.6f * lowerBackScale) + ((umaDna.feetSize - 0.5f) * 0.20f); umaData.characterRadius = raceRadius + ((umaDna.height - 0.5f) * 0.32f) + ((umaDna.upperMuscle - 0.5f) * 0.01f); umaData.characterMass = raceMass * overallScale + 28f * umaDna.upperWeight + 22f * umaDna.lowerWeight; }