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				https://github.com/maxartz15/VertexAnimation.git
				synced 2025-11-04 10:25:44 +01:00 
			
		
		
		
	Apply root motion option.
Added option to apply root motion.
This commit is contained in:
		@@ -28,6 +28,7 @@ namespace TAO.VertexAnimation.Editor
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		{
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			EditorGUILayout.PropertyField(serializedObject.FindProperty("model"));
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			EditorGUILayout.PropertyField(serializedObject.FindProperty("animationClips"));
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			EditorGUILayout.PropertyField(serializedObject.FindProperty("applyRootMotion"));
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			EditorGUILayout.PropertyField(serializedObject.FindProperty("fps"));
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			EditorGUILayout.PropertyField(serializedObject.FindProperty("textureWidth"));
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		}
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@@ -12,6 +12,7 @@ namespace TAO.VertexAnimation.Editor
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		// Input.
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		public GameObject model;
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		public AnimationClip[] animationClips;
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		public bool applyRootMotion = false;
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		[Range(1, 60)]
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		public int fps = 24;
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		public int textureWidth = 512;
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@@ -97,7 +98,7 @@ namespace TAO.VertexAnimation.Editor
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			target.name = model.name;
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			target.ConbineAndConvertGameObject();
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			AnimationBaker.BakedData bakedData = target.Bake(animationClips, fps, textureWidth);
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			AnimationBaker.BakedData bakedData = target.Bake(animationClips, applyRootMotion, fps, textureWidth);
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			positionMap = VA_Texture2DArrayUtils.CreateTextureArray(bakedData.positionMaps.ToArray(), false, true, TextureWrapMode.Repeat, FilterMode.Point, 1, string.Format("{0}_PositionMap", name), true);
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			meshes = bakedData.mesh.GenerateLOD(lodSettings.LODCount(), lodSettings.GetQualitySettings());
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@@ -25,6 +25,7 @@ namespace TAO.VertexAnimation
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		[System.Serializable]
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		public struct AnimationInfo
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		{
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			public bool applyRootMotion;
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			public int rawFrameHeight;
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			public int frameHeight;
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			public int frameSpacing;
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@@ -35,8 +36,9 @@ namespace TAO.VertexAnimation
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			public int fps;
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			// Create animation info and calculate values.
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			public AnimationInfo(Mesh mesh, int frames, int textureWidth, int fps)
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			public AnimationInfo(Mesh mesh, bool applyRootMotion, int frames, int textureWidth, int fps)
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			{
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				this.applyRootMotion = applyRootMotion;
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				this.frames = frames;
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				this.textureWidth = textureWidth;
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				this.fps = fps;
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@@ -51,7 +53,7 @@ namespace TAO.VertexAnimation
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			}
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		}
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		public static BakedData Bake(this GameObject model, AnimationClip[] animationClips, int fps, int textureWidth)
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		public static BakedData Bake(this GameObject model, AnimationClip[] animationClips, bool applyRootMotion, int fps, int textureWidth)
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		{
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			BakedData bakedData = new BakedData()
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			{
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@@ -75,7 +77,7 @@ namespace TAO.VertexAnimation
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			Mesh mesh = model.GetComponent<SkinnedMeshRenderer>().sharedMesh;
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			// Get the info for the biggest animation.
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			AnimationInfo animationInfo = new AnimationInfo(mesh, maxFrames, textureWidth, fps);
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			AnimationInfo animationInfo = new AnimationInfo(mesh, applyRootMotion, maxFrames, textureWidth, fps);
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			foreach (AnimationClip ac in animationClips)
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			{
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@@ -98,6 +100,12 @@ namespace TAO.VertexAnimation
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				name = string.Format("{0}", model.name)
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			};
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			// Set root motion options.
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			if (model.TryGetComponent(out Animator animator))
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			{
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				animator.applyRootMotion = animationInfo.applyRootMotion;
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			}
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			// Bake mesh for a copy and to apply the new UV's to.
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			SkinnedMeshRenderer skinnedMeshRenderer = model.GetComponent<SkinnedMeshRenderer>();
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			skinnedMeshRenderer.BakeMesh(mesh);
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