示例#1
0
    static void MakeHead(Transform _headPoint, Transform _chestPoint, Vector3 _headTop)
    {
        float headScale = Vector3.Distance(_chestPoint.position, _headPoint.position) * .01f;


        Selection.activeObject = GameObject.Find("Spine_05");

        Puppet2D_BoneCreation.CreateBoneTool();
        Puppet2D_BoneCreation.BoneCreationMode(_headPoint.position);
        Puppet2D_BoneCreation.BoneCreationMode(_headTop);

        Puppet2D_BoneCreation.BoneFinishCreation();
        GameObject head = GameObject.Find("bone_1");

        head.name = "Head";
        Selection.activeGameObject = head;
        GameObject headEnd = GameObject.Find("bone_2");

        headEnd.name = "HeadEnd";

        Puppet2D_CreateControls.CreateOrientControl();
        GameObject headControl = GameObject.Find("Head_CTRL");

        headControl.GetComponent <Puppet2D_ParentControl>().ConstrianedPosition = true;
        GameObject headControlParent = GameObject.Find("Head_CTRL_GRP");

        headControlParent.transform.localScale = Vector3.one * headScale * 2f;
        //GameObject.Find ("bone_22").name = ("a");
    }
示例#2
0
    static void MakeClav(GameObject parentTo, string boneName)
    {
        Selection.activeObject = parentTo;
        Puppet2D_BoneCreation.CreateBoneTool();
        Puppet2D_BoneCreation.BoneCreationMode(parentTo.transform.position + Vector3.one * .1f);
        Puppet2D_BoneCreation.BoneFinishCreation();
        GameObject clav = GameObject.Find("bone_1");

        clav.name = boneName;
    }
示例#3
0
    static void MakeLimb(Transform _thighLPoint, Transform _footLPoint, Transform _kneePoint, Vector3 FootEnd, GameObject parentTo, string controlName, string controlName3, string controlName2, string controlName1, bool flip = false)
    {
        Selection.activeObject = parentTo;

        float   limbScale     = Vector3.Distance(_footLPoint.position, _thighLPoint.position) * .01f;
        Vector3 scaledFootPos = (_footLPoint.position - _thighLPoint.position) / limbScale;

        scaledFootPos += _thighLPoint.position;

        Vector3 scaledKneePos = (_kneePoint.position - _thighLPoint.position) / limbScale;

        scaledKneePos += _thighLPoint.position;

        Puppet2D_BoneCreation.CreateBoneTool();
        Puppet2D_BoneCreation.BoneCreationMode(_thighLPoint.position);

        Puppet2D_BoneCreation.BoneCreationMode(scaledKneePos);
        GameObject endLimbGO = Puppet2D_BoneCreation.BoneCreationMode(scaledFootPos);

        Vector3 scaledFinalEndLimbGO = (FootEnd - _thighLPoint.position) / limbScale;

        scaledFinalEndLimbGO += _thighLPoint.position;

        GameObject finalEndLimbGO = Puppet2D_BoneCreation.BoneCreationMode(scaledFinalEndLimbGO);

        finalEndLimbGO.name = (controlName1 + "End");

        Puppet2D_BoneCreation.BoneFinishCreation();

        Selection.activeGameObject = endLimbGO;
        endLimbGO.name             = controlName1;
        Puppet2D_CreateControls.IKCreateTool(true);
        GameObject limbControlParent = GameObject.Find(controlName1 + "_CTRL_GRP");

        Transform elbow        = endLimbGO.transform.parent;
        Transform shoulderBone = endLimbGO.transform.parent.parent;

        elbow.name        = (controlName2);
        shoulderBone.name = (controlName3);

        Transform limbParent = limbControlParent.transform.parent;

        limbControlParent.transform.parent = shoulderBone;
        shoulderBone.localScale            = shoulderBone.localScale * limbScale;
        limbControlParent.transform.parent = limbParent;
        GameObject.Find(controlName1 + "_CTRL").GetComponent <Puppet2D_IKHandle> ().Flip = flip;
    }