From 083d0b843053a96bc3ec871acdadca3b52449cb4 Mon Sep 17 00:00:00 2001 From: MelekTaus Moribundus Date: Sun, 12 Jul 2026 18:48:07 +0200 Subject: [PATCH] Add PoseIconStage editor component and Pose Icon scene Applies a pose clip plus root position/rotation to the staged Paintman for authoring pose icons (screenshot pipeline follows later). Co-Authored-By: Claude Fable 5 --- Assets/Scenes/Pose Icon.unity | 1007 +++++++++++++++++ Assets/Scenes/Pose Icon.unity.meta | 7 + Assets/Scripts/Components/PoseIconStage.cs | 115 ++ .../Scripts/Components/PoseIconStage.cs.meta | 2 + 4 files changed, 1131 insertions(+) create mode 100644 Assets/Scenes/Pose Icon.unity create mode 100644 Assets/Scenes/Pose Icon.unity.meta create mode 100644 Assets/Scripts/Components/PoseIconStage.cs create mode 100644 Assets/Scripts/Components/PoseIconStage.cs.meta diff --git a/Assets/Scenes/Pose Icon.unity b/Assets/Scenes/Pose Icon.unity new file mode 100644 index 0000000..0161090 --- /dev/null +++ b/Assets/Scenes/Pose Icon.unity @@ -0,0 +1,1007 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!29 &1 +OcclusionCullingSettings: + m_ObjectHideFlags: 0 + serializedVersion: 2 + m_OcclusionBakeSettings: + smallestOccluder: 5 + smallestHole: 0.25 + backfaceThreshold: 100 + m_SceneGUID: 00000000000000000000000000000000 + m_OcclusionCullingData: {fileID: 0} +--- !u!104 &2 +RenderSettings: + m_ObjectHideFlags: 0 + serializedVersion: 10 + m_Fog: 0 + m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1} + m_FogMode: 3 + m_FogDensity: 0.01 + m_LinearFogStart: 0 + m_LinearFogEnd: 300 + m_AmbientSkyColor: {r: 0.212, g: 0.227, b: 0.259, a: 1} + m_AmbientEquatorColor: {r: 0.114, g: 0.125, b: 0.133, a: 1} + m_AmbientGroundColor: {r: 0.047, g: 0.043, b: 0.035, a: 1} + m_AmbientIntensity: 1 + m_AmbientMode: 0 + m_SubtractiveShadowColor: {r: 0.42, g: 0.478, b: 0.627, a: 1} + m_SkyboxMaterial: {fileID: 10304, guid: 0000000000000000f000000000000000, type: 0} + m_HaloStrength: 0.5 + m_FlareStrength: 1 + m_FlareFadeSpeed: 3 + m_HaloTexture: {fileID: 0} + m_SpotCookie: {fileID: 10001, guid: 0000000000000000e000000000000000, type: 0} + m_DefaultReflectionMode: 0 + m_DefaultReflectionResolution: 128 + m_ReflectionBounces: 1 + m_ReflectionIntensity: 1 + m_CustomReflection: {fileID: 0} + m_Sun: {fileID: 0} + m_UseRadianceAmbientProbe: 0 +--- !u!157 &3 +LightmapSettings: + m_ObjectHideFlags: 0 + serializedVersion: 13 + m_BakeOnSceneLoad: 0 + m_GISettings: + serializedVersion: 2 + m_BounceScale: 1 + m_IndirectOutputScale: 1 + m_AlbedoBoost: 1 + m_EnvironmentLightingMode: 0 + m_EnableBakedLightmaps: 1 + m_EnableRealtimeLightmaps: 0 + m_LightmapEditorSettings: + serializedVersion: 12 + m_Resolution: 2 + m_BakeResolution: 40 + m_AtlasSize: 1024 + m_AO: 0 + m_AOMaxDistance: 1 + m_CompAOExponent: 1 + m_CompAOExponentDirect: 0 + m_ExtractAmbientOcclusion: 0 + m_Padding: 2 + m_LightmapParameters: {fileID: 0} + m_LightmapsBakeMode: 1 + m_TextureCompression: 1 + m_ReflectionCompression: 2 + m_MixedBakeMode: 2 + m_BakeBackend: 2 + m_PVRSampling: 1 + m_PVRDirectSampleCount: 32 + m_PVRSampleCount: 512 + m_PVRBounces: 2 + m_PVREnvironmentSampleCount: 256 + m_PVREnvironmentReferencePointCount: 2048 + m_PVRFilteringMode: 1 + m_PVRDenoiserTypeDirect: 1 + m_PVRDenoiserTypeIndirect: 1 + m_PVRDenoiserTypeAO: 1 + m_PVRFilterTypeDirect: 0 + m_PVRFilterTypeIndirect: 0 + m_PVRFilterTypeAO: 0 + m_PVREnvironmentMIS: 1 + m_PVRCulling: 1 + m_PVRFilteringGaussRadiusDirect: 1 + m_PVRFilteringGaussRadiusIndirect: 1 + m_PVRFilteringGaussRadiusAO: 1 + m_PVRFilteringAtrousPositionSigmaDirect: 0.5 + m_PVRFilteringAtrousPositionSigmaIndirect: 2 + m_PVRFilteringAtrousPositionSigmaAO: 1 + m_ExportTrainingData: 0 + m_TrainingDataDestination: TrainingData + m_LightProbeSampleCountMultiplier: 4 + m_LightingDataAsset: {fileID: 20201, guid: 0000000000000000f000000000000000, type: 0} + m_LightingSettings: {fileID: 0} +--- !u!196 &4 +NavMeshSettings: + serializedVersion: 2 + m_ObjectHideFlags: 0 + m_BuildSettings: + serializedVersion: 3 + agentTypeID: 0 + agentRadius: 0.5 + agentHeight: 2 + agentSlope: 45 + agentClimb: 0.4 + ledgeDropHeight: 0 + maxJumpAcrossDistance: 0 + minRegionArea: 2 + manualCellSize: 0 + cellSize: 0.16666667 + manualTileSize: 0 + tileSize: 256 + buildHeightMesh: 0 + maxJobWorkers: 0 + preserveTilesOutsideBounds: 0 + debug: + m_Flags: 0 + m_NavMeshData: {fileID: 0} +--- !u!1 &843504936 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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{fileID: 1331925571} diff --git a/Assets/Scenes/Pose Icon.unity.meta b/Assets/Scenes/Pose Icon.unity.meta new file mode 100644 index 0000000..2712080 --- /dev/null +++ b/Assets/Scenes/Pose Icon.unity.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 3a8ce55c449664a45a89238c11843bb5 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Components/PoseIconStage.cs b/Assets/Scripts/Components/PoseIconStage.cs new file mode 100644 index 0000000..613de4a --- /dev/null +++ b/Assets/Scripts/Components/PoseIconStage.cs @@ -0,0 +1,115 @@ +using System.Collections.Generic; +using UnityEngine; + +/// +/// Authoring tool for the Pose Icon scene: holds a list of pose entries (animation clip + root +/// position/rotation) and applies the selected one to the paintman rig in edit mode, for framing +/// each pose in front of the camera (icon screenshots are a later step). Clips are sampled via +/// AnimationClip.SampleAnimation (no foot IK), matching how PlayerPoseController plays them. +/// +[ExecuteAlways] +[DisallowMultipleComponent] +public class PoseIconStage : MonoBehaviour +{ + [System.Serializable] + public class Entry + { + [Tooltip("Pose clip, sampled at time 0 onto the target rig.")] + public AnimationClip clip; + + [Tooltip("World position applied to the target root for this pose.")] + public Vector3 position; + + [Tooltip("World rotation (euler angles) applied to the target root for this pose.")] + public Vector3 rotation; + } + + [Tooltip("Rig the poses are applied to (the paintman). Defaults to the Animator in this object's children.")] + [SerializeField] private Animator target; + + [Tooltip("Pose entries: clip + root position/rotation.")] + [SerializeField] private List entries = new(); + + [Tooltip("Index of the entry currently applied. Change to preview another pose.")] + [Min(0)] + [SerializeField] private int currentIndex; + + private bool _dirty; + + // Rest-pose snapshot of the rig, taken before the first sample this session. A clip only writes + // the bones its curves cover, so switching between clips would otherwise leave residue from the + // previous pose on un-keyed bones (same reasoning as PlayerPoseController.CaptureRestPose). + // Not serialized: reload the scene to get a clean rest pose if it was saved mid-pose. + private Transform[] _restBones; + private Vector3[] _restPos; + private Quaternion[] _restRot; + + void OnEnable() + { + if (!target) + target = GetComponentInChildren(); + _dirty = true; + } + + void OnValidate() + { + // Only flag here; Update applies (coalesced to once per frame, safe object access). + _dirty = true; +#if UNITY_EDITOR + UnityEditor.EditorApplication.QueuePlayerLoopUpdate(); +#endif + } + + void Update() + { + if (!_dirty) + return; + _dirty = false; + Apply(); + } + + [ContextMenu("Apply Current Pose")] + private void Apply() + { + if (!target || entries.Count == 0) + return; + + Entry entry = entries[Mathf.Clamp(currentIndex, 0, entries.Count - 1)]; + if (entry == null || !entry.clip) + return; + + EnsureRestPose(); + ResetToRestPose(); + entry.clip.SampleAnimation(target.gameObject, 0f); + + // Root placement wins over any root curves the clip may carry. + target.transform.SetPositionAndRotation(entry.position, Quaternion.Euler(entry.rotation)); + } + + private void EnsureRestPose() + { + if (_restBones != null) + return; + _restBones = target.GetComponentsInChildren(true); + int n = _restBones.Length; + _restPos = new Vector3[n]; + _restRot = new Quaternion[n]; + for (int i = 0; i < n; i++) + { + _restPos[i] = _restBones[i].localPosition; + _restRot[i] = _restBones[i].localRotation; + } + } + + private void ResetToRestPose() + { + for (int i = 0; i < _restBones.Length; i++) + { + Transform t = _restBones[i]; + if (!t) + continue; + t.localPosition = _restPos[i]; + t.localRotation = _restRot[i]; + } + } +} diff --git a/Assets/Scripts/Components/PoseIconStage.cs.meta b/Assets/Scripts/Components/PoseIconStage.cs.meta new file mode 100644 index 0000000..7d019c6 --- /dev/null +++ b/Assets/Scripts/Components/PoseIconStage.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: cf75c420c02c16249939d0a6f6515d01 \ No newline at end of file