private void InitController() { gameObject = dg_get_PreviewObject(); if (gameObject == null) { return; } originalGameObject = uAvatarPreviewSelection.GetPreview(dg_get_animationClipType()); animator = dg_get_Animator(); animation = gameObject.GetComponent <Animation>(); if (originalGameObject != null) { transformPoseSave = new TransformPoseSave(originalGameObject); transformPoseSave.ChangeStartTransform(); transformPoseSave.ChangeTransformReference(gameObject); } else { transformPoseSave = new TransformPoseSave(gameObject); } blendShapeWeightSave = new BlendShapeWeightSave(gameObject); var clip = dg_get_m_SourcePreviewMotion(instance); if (clip.legacy || instance == null || !((UnityEngine.Object)animator != (UnityEngine.Object)null)) { if (animation != null) { animation.enabled = false; //If vaw.animation.enabled, it is not updated during execution. bug? } } else { animator.fireEvents = false; animator.applyRootMotion = EditorPrefs.GetBool(EditorPrefsApplyRootMotion, false); #if UNITY_2019_1_OR_NEWER animator.enabled = true; UnityEditor.Animations.AnimatorController.SetAnimatorController(animator, null); m_PlayableGraph = PlayableGraph.Create("Avatar Preview PlayableGraph"); m_PlayableGraph.SetTimeUpdateMode(DirectorUpdateMode.Manual); m_AnimationClipPlayable = AnimationClipPlayable.Create(m_PlayableGraph, clip); m_AnimationClipPlayable.SetApplyPlayableIK(false); m_AnimationClipPlayable.SetApplyFootIK(isIKOnFeet); if (m_UAnimationClipPlayable == null) { m_UAnimationClipPlayable = new UAnimationClipPlayable(); } m_UAnimationClipPlayable.SetRemoveStartOffset(m_AnimationClipPlayable, true); m_UAnimationClipPlayable.SetOverrideLoopTime(m_AnimationClipPlayable, true); m_UAnimationClipPlayable.SetLoopTime(m_AnimationClipPlayable, true); Playable rootPlayable = m_AnimationClipPlayable; #if VERYANIMATION_ANIMATIONRIGGING m_VARigBuilder = gameObject.GetComponent <VeryAnimationRigBuilder>(); if (m_VARigBuilder != null) { RigBuilder.DestroyImmediate(m_VARigBuilder); m_VARigBuilder = null; } m_RigBuilder = gameObject.GetComponent <RigBuilder>(); if (m_RigBuilder != null) { RigBuilder.DestroyImmediate(m_RigBuilder); m_RigBuilder = null; } if (originalGameObject != null) { var rigBuilder = originalGameObject.GetComponent <RigBuilder>(); if (rigBuilder != null && rigBuilder.isActiveAndEnabled && rigBuilder.enabled) { var layers = new List <GameObject>(); foreach (var layer in rigBuilder.layers) { if (layer.rig == null || !layer.active) { continue; } var originalRig = layer.rig.GetComponent <Rig>(); if (originalRig == null) { continue; } Func <Transform, Transform> GetPreviewTransform = (t) => { if (t == null) { return(null); } var path = AnimationUtility.CalculateTransformPath(t, originalGameObject.transform); return(gameObject.transform.Find(path)); }; var previewT = GetPreviewTransform(originalRig.transform); if (previewT == null) { continue; } var newRig = GameObject.Instantiate <GameObject>(originalRig.gameObject, previewT.parent); newRig.name = previewT.name; GameObject.DestroyImmediate(previewT.gameObject); AnimationRigging.ReplaceConstraintTransformReference(gameObject, newRig.GetComponent <Rig>(), originalGameObject, originalRig); layers.Add(newRig); } if (layers.Count > 0) { m_VARigBuilder = gameObject.AddComponent <VeryAnimationRigBuilder>(); m_RigBuilder = gameObject.GetComponent <RigBuilder>(); foreach (var layer in layers) { var rig = layer.GetComponent <Rig>(); #region RemoveEffector { var effectors = rig.effectors as List <RigEffectorData>; effectors.Clear(); } #endregion #if UNITY_2020_1_OR_NEWER var rigLayer = new RigLayer(rig); //version 0.3.2 #else var rigLayer = new RigBuilder.RigLayer(rig); //version 0.2.5 #endif m_RigBuilder.layers.Add(rigLayer); } } } if (m_VARigBuilder != null && m_RigBuilder != null) { m_VARigBuilder.enabled = m_RigBuilder.enabled = EditorPrefs.GetBool(EditorPrefsARConstraint); if (m_RigBuilder.enabled) { m_VARigBuilder.StartPreview(); m_RigBuilder.StartPreview(); rootPlayable = m_VARigBuilder.BuildPreviewGraph(m_PlayableGraph, rootPlayable); rootPlayable = m_RigBuilder.BuildPreviewGraph(m_PlayableGraph, rootPlayable); } } } #endif if (animator.applyRootMotion) { bool hasRootMotionBone = false; if (animator.isHuman) { hasRootMotionBone = true; } else { UAvatar uAvatar = new UAvatar(); var genericRootMotionBonePath = uAvatar.GetGenericRootMotionBonePath(animator.avatar); hasRootMotionBone = !string.IsNullOrEmpty(genericRootMotionBonePath); } if (hasRootMotionBone) { if (m_UAnimationOffsetPlayable == null) { m_UAnimationOffsetPlayable = new UAnimationOffsetPlayable(); } m_AnimationOffsetPlayable = m_UAnimationOffsetPlayable.Create(m_PlayableGraph, transformPoseSave.startLocalPosition, transformPoseSave.startLocalRotation, 1); m_AnimationOffsetPlayable.SetInputWeight(0, 1f); m_PlayableGraph.Connect(rootPlayable, 0, m_AnimationOffsetPlayable, 0); rootPlayable = m_AnimationOffsetPlayable; } { if (m_UAnimationMotionXToDeltaPlayable == null) { m_UAnimationMotionXToDeltaPlayable = new UAnimationMotionXToDeltaPlayable(); } m_AnimationMotionXToDeltaPlayable = m_UAnimationMotionXToDeltaPlayable.Create(m_PlayableGraph); m_UAnimationMotionXToDeltaPlayable.SetAbsoluteMotion(m_AnimationMotionXToDeltaPlayable, true); m_AnimationMotionXToDeltaPlayable.SetInputWeight(0, 1f); m_PlayableGraph.Connect(rootPlayable, 0, m_AnimationMotionXToDeltaPlayable, 0); rootPlayable = m_AnimationMotionXToDeltaPlayable; } } var playableOutput = AnimationPlayableOutput.Create(m_PlayableGraph, "Animation", animator); playableOutput.SetSourcePlayable(rootPlayable); #else if (m_Controller == null) { m_Controller = new UnityEditor.Animations.AnimatorController(); m_Controller.name = "Avatar Preview AnimatorController"; m_Controller.hideFlags |= HideFlags.HideAndDontSave; uAnimatorController.SetPushUndo(m_Controller, false); m_Controller.AddLayer("preview"); m_StateMachine = m_Controller.layers[0].stateMachine; uAnimatorStateMachine.SetPushUndo(m_StateMachine, false); m_StateMachine.hideFlags |= HideFlags.HideAndDontSave; } if (m_State == null) { m_State = m_StateMachine.AddState("preview"); uAnimatorState.SetPushUndo(m_State, false); m_State.motion = (Motion)clip; m_State.iKOnFeet = isIKOnFeet; m_State.hideFlags |= HideFlags.HideAndDontSave; } UnityEditor.Animations.AnimatorController.SetAnimatorController(animator, m_Controller); #endif } dg_set_ShowIKOnFeetButton(animator != null && animator.isHuman && clip.isHumanMotion); ForceUpdate(); }