Disable foot IK on pose playables and add ball pose

- PlayerPoseController: add applyFootIK toggle (default off) and apply it
  to each pose playable so straight-knee idles render straight; Mecanim
  foot IK was bending the knees to plant the feet (162° instead of 180°).
- Add Pose_Ball / Paintman-Ball animation and reorder the pose list.
- Move StraightenKneesTool editor utility under Assets/Unused/Editor.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-06-26 18:20:56 +02:00
1 parent 5dd35dd0f9
commit 080b2a1c39
10 files changed
+11609 -82

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@@ -58,6 +58,11 @@ public partial class PlayerPoseController : MonoBehaviour
[Min(0f)]
[SerializeField] private float ceilingOffsetSpeed = 4f;
[Tooltip("Apply Mecanim foot IK to the played humanoid clips. Off (default) plays each pose exactly as " +
"authored. On bends the knees to plant the feet on the IK goal, which makes a straight-knee idle " +
"render visibly bent even when the clip's Lower Leg Stretch muscle is fully straight.")]
[SerializeField] private bool applyFootIK = false;
private PlayerCharacterController _player;
private Animator _animator;
private string _graphName; // cached so building the graph allocates no string from the Update path
@@ -269,6 +274,10 @@ public partial class PlayerPoseController : MonoBehaviour
}
_toPlayable = AnimationClipPlayable.Create(_graph, clip);
// Off by default: foot IK plants the foot on its goal and bends the knee to reach it, so a straight-knee
// pose renders bent (SampleAnimation, which the authoring tools check against, never applies it). The
// outgoing pose on input 0 is a former _toPlayable, so it already carries this setting.
_toPlayable.SetApplyFootIK(applyFootIK);
_mixer.ConnectInput(1, _toPlayable, 0);
_toClip = clip;