public static MotionMatchingData CalculateAnimationSequenceData(
            string name,
            AnimationsSequence seq,
            GameObject go,
            PreparingDataPlayableGraph graph,
            List <Transform> bonesMask,
            List <Vector2> bonesWeights,
            int sampling,
            bool loop,
            Transform root,
            List <float> trajectoryStepTimes,
            bool blendToYourself,
            bool findInYourself
            )
        {
            if (!graph.IsValid())
            {
                graph.Initialize(go);
            }

            go.transform.position = Vector3.zero;
            go.transform.rotation = Quaternion.identity;

            seq.CalculateLength();

            #region need floats
            float frameTime      = 1f / (float)sampling;
            int   numberOfFrames = Mathf.FloorToInt(seq.length / frameTime) + 1;
            #endregion

            MotionMatchingData data = new MotionMatchingData(
                seq.clips.ToArray(),
                seq.neededInfo.ToArray(),
                sampling,
                name,
                loop,
                seq.length,
                findInYourself,
                blendToYourself,
                AnimationDataType.AnimationSequence
                );

            FrameData  frameBuffer;
            BoneData   boneBuffer;
            PoseData   poseBuffor;
            Trajectory trajectoryBuffor;

            NeedValueToCalculateData[] previuData = new NeedValueToCalculateData[bonesMask.Count];
            NeedValueToCalculateData[] nextData   = new NeedValueToCalculateData[bonesMask.Count];

            int seqDeltaSampling = 3;
            //seq.CreatePlayableGraph(playableGraph, go);
            //seq.Update(-frameTime, playableGraph, seqDeltaSampling);

            seq.CreateAnimationsInTime(0f, graph);
            graph.Evaluate(frameTime);
            seq.Update(graph, frameTime);

            int frameIndex = 0;

            for (; frameIndex < numberOfFrames; frameIndex++)
            {
                for (int i = 0; i < bonesMask.Count; i++)
                {
                    previuData[i] = GetValuesFromTransform(bonesMask[i], root);
                }

                graph.Evaluate(frameTime);
                seq.Update(graph, frameTime);
                //Debug.Log((float)animator.GetMixerInputTime(0) - clip.length);

                for (int i = 0; i < bonesMask.Count; i++)
                {
                    nextData[i] = GetValuesFromTransform(bonesMask[i], root);
                }

                poseBuffor = new PoseData(bonesMask.Count);
                for (int i = 0; i < bonesMask.Count; i++)
                {
                    float2     boneWeight    = bonesWeights[i];
                    float3     velocity      = BoneData.CalculateVelocity(previuData[i].position, nextData[i].position, frameTime);
                    float3     localPosition = previuData[i].position;
                    quaternion orientation   = previuData[i].rotation;
                    boneBuffer = new BoneData(localPosition, velocity);
                    poseBuffor.SetBone(boneBuffer, i);
                }

                trajectoryBuffor = new Trajectory(trajectoryStepTimes.Count);

                frameBuffer = new FrameData(
                    frameIndex,
                    frameIndex * frameTime,
                    trajectoryBuffor,
                    poseBuffor,
                    new FrameSections(true)
                    );
                data.AddFrame(frameBuffer);
            }


            float   clipGlobalStart;
            Vector2 clipStartAndStop;
            float   recordingClipTime;

            if (trajectoryStepTimes[0] < 0)
            {
                clipGlobalStart = trajectoryStepTimes[0];

                clipStartAndStop = new Vector2(-clipGlobalStart, -clipGlobalStart + seq.length);
            }
            else
            {
                clipGlobalStart  = 0;
                clipStartAndStop = new Vector2(0, seq.length);
            }

            if (trajectoryStepTimes[trajectoryStepTimes.Count - 1] > 0)
            {
                recordingClipTime = clipStartAndStop.y + trajectoryStepTimes[trajectoryStepTimes.Count - 1] + 0.1f;
            }
            else
            {
                recordingClipTime = clipStartAndStop.y + 0.1f;
            }

            int   samplesPerSecond = 100;
            float deltaTime        = 1f / (float)samplesPerSecond;
            int   dataCount        = Mathf.CeilToInt(recordingClipTime / deltaTime);

            NeedValueToCalculateData[] recordData = new NeedValueToCalculateData[dataCount];

            go.transform.position = Vector3.zero;
            go.transform.rotation = Quaternion.identity;

            //seq.Update(clipGlobalStart, playableGraph);

            graph.ClearMainMixerInput();

            seq.CreateAnimationsInTime(clipGlobalStart, graph);

            recordData[0] = new NeedValueToCalculateData(
                go.transform.position,
                go.transform.forward,
                go.transform.rotation
                );

            for (int i = 0; i < dataCount; i++)
            {
                graph.Evaluate(deltaTime);
                seq.Update(graph, deltaTime);
                recordData[i] = new NeedValueToCalculateData(
                    go.transform.position,
                    go.transform.forward,
                    go.transform.rotation
                    );
            }

            //clearing graph from all animations
            graph.ClearMainMixerInput();

            MotionDataCalculator.CalculateTrajectoryPointsFromRecordData(
                data,
                recordData,
                recordingClipTime,
                deltaTime,
                clipStartAndStop,
                trajectoryStepTimes
                );

            data.usedFrameCount = data.numberOfFrames;

            data.trajectoryPointsTimes = new List <float>();

            for (int i = 0; i < trajectoryStepTimes.Count; i++)
            {
                data.trajectoryPointsTimes.Add(trajectoryStepTimes[i]);
            }

            return(data);
        }
        public static MotionMatchingData CalculateBlendTreeData(
            string name,
            GameObject go,
            PreparingDataPlayableGraph graph,
            AnimationClip[] clips,
            List <Transform> bonesMask,
            List <Vector2> bonesWeights,
            Transform root,
            List <float> trajectoryStepTimes,
            float[] weightsForClips,
            int sampling,
            bool loop,
            bool blendToYourself,
            bool findInYourself
            )
        {
            if (!graph.IsValid())
            {
                graph.Initialize(go);
            }

            go.transform.position = Vector3.zero;
            go.transform.rotation = Quaternion.identity;

            #region need floats
            float frameTime      = 1f / (float)sampling;
            int   numberOfFrames = Mathf.FloorToInt(clips[0].length / frameTime) + 1;
            #endregion

            float weightSum = 0f;
            for (int i = 0; i < weightsForClips.Length; i++)
            {
                weightSum += weightsForClips[i];
            }
            for (int i = 0; i < weightsForClips.Length; i++)
            {
                weightsForClips[i] = weightsForClips[i] / weightSum;
            }

            MotionMatchingData data = new MotionMatchingData(
                clips,
                weightsForClips,
                sampling,
                name,
                loop,
                clips[0].length,
                findInYourself,
                blendToYourself,
                AnimationDataType.BlendTree
                );
            FrameData  frameBuffer;
            BoneData   boneBuffer;
            PoseData   poseBuffor;
            Trajectory trajectoryBuffor;

            NeedValueToCalculateData[] previewBoneData = new NeedValueToCalculateData[bonesMask.Count];
            NeedValueToCalculateData[] nextBoneData    = new NeedValueToCalculateData[bonesMask.Count];

            for (int i = 0; i < clips.Length; i++)
            {
                graph.AddClipPlayable(clips[i]);
                graph.SetMixerInputTime(i, 0f);
                graph.SetMixerInputWeight(i, weightsForClips[i]);
            }

            graph.Evaluate(frameTime);

            int   frameIndex          = 0;
            float currentCheckingTime = 0f;

            // FramesCalculation
            for (; frameIndex < numberOfFrames; frameIndex++)
            {
                for (int i = 0; i < bonesMask.Count; i++)
                {
                    previewBoneData[i] = GetValuesFromTransform(bonesMask[i], root);
                }

                graph.Evaluate(frameTime);
                currentCheckingTime = frameIndex * frameTime;

                for (int i = 0; i < bonesMask.Count; i++)
                {
                    nextBoneData[i] = GetValuesFromTransform(bonesMask[i], root);
                }

                poseBuffor = new PoseData(bonesMask.Count);
                for (int i = 0; i < bonesMask.Count; i++)
                {
                    float2     boneWeight    = bonesWeights[i];
                    float3     velocity      = BoneData.CalculateVelocity(previewBoneData[i].position, nextBoneData[i].position, frameTime);
                    float3     localPosition = previewBoneData[i].position;
                    quaternion orientation   = previewBoneData[i].rotation;
                    boneBuffer = new BoneData(localPosition, velocity);
                    poseBuffor.SetBone(boneBuffer, i);
                }

                trajectoryBuffor = new Trajectory(trajectoryStepTimes.Count);

                frameBuffer = new FrameData(
                    frameIndex,
                    currentCheckingTime,
                    trajectoryBuffor,
                    poseBuffor,
                    new FrameSections(true)
                    );
                data.AddFrame(frameBuffer);
            }

            // Trajectory calculations
            float   clipGlobalStart;
            Vector2 clipStartAndStop;
            float   recordingClipTime;

            if (trajectoryStepTimes[0] < 0)
            {
                clipGlobalStart = trajectoryStepTimes[0];

                clipStartAndStop = new Vector2(-clipGlobalStart, -clipGlobalStart + clips[0].length);
            }
            else
            {
                clipGlobalStart  = 0;
                clipStartAndStop = new Vector2(0, clips[0].length);
            }

            if (trajectoryStepTimes[trajectoryStepTimes.Count - 1] > 0)
            {
                recordingClipTime = clipStartAndStop.y + trajectoryStepTimes[trajectoryStepTimes.Count - 1] + 0.1f;
            }
            else
            {
                recordingClipTime = clipStartAndStop.y + 0.1f;
            }

            int   samplesPerSecond = 100;
            float deltaTime        = 1f / (float)samplesPerSecond;
            int   dataCount        = Mathf.CeilToInt(recordingClipTime / deltaTime);
            NeedValueToCalculateData[] recordData = new NeedValueToCalculateData[dataCount];

            go.transform.position = Vector3.zero;
            go.transform.rotation = Quaternion.identity;

            for (int i = 0; i < graph.GetMixerInputCount(); i++)
            {
                graph.SetMixerInputTimeInPlace(i, clipGlobalStart);
            }

            recordData[0] = new NeedValueToCalculateData(
                go.transform.position,
                go.transform.forward,
                go.transform.rotation
                );

            for (int i = 0; i < dataCount; i++)
            {
                graph.Evaluate(deltaTime);
                recordData[i] = new NeedValueToCalculateData(
                    go.transform.position,
                    go.transform.forward,
                    go.transform.rotation
                    );
            }

            //clearing graph from all animations
            graph.ClearMainMixerInput();

            MotionDataCalculator.CalculateTrajectoryPointsFromRecordData(
                data,
                recordData,
                recordingClipTime,
                deltaTime,
                clipStartAndStop,
                trajectoryStepTimes
                );

            data.usedFrameCount = data.numberOfFrames;

            data.trajectoryPointsTimes = new List <float>();

            for (int i = 0; i < trajectoryStepTimes.Count; i++)
            {
                data.trajectoryPointsTimes.Add(trajectoryStepTimes[i]);
            }

            return(data);
        }