Integrate humanoid walk/run animations and per-clip pose speed sliders
- Import Mixamo humanoid Walking + Running FBX, switch rig type to Humanoid - Wire walkClip/runClip with per-clip speeds on Pose_Idle (walk 1.4, run 1.5) - Add per-animation speed sliders (Range 0.1-3, default 1) to PlayerPose SO, applied per frame in PlayerPoseController for live tuning - Reorganize pose assets: replace Pose_TPose with Pose_Hold, prune legacy Paintman-Run/-TPose .anim and paintman_UV.FBX - Ignore UMotion plugin data/editor folders Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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# VS configuration
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|
||||||
|
modified: 0
|
||||||
|
- boneName: mixamorig:LeftHand
|
||||||
|
humanName: LeftHand
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: mixamorig:RightHand
|
||||||
|
humanName: RightHand
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: mixamorig:LeftToeBase
|
||||||
|
humanName: LeftToes
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: mixamorig:RightToeBase
|
||||||
|
humanName: RightToes
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: mixamorig:LeftHandThumb1
|
||||||
|
humanName: Left Thumb Proximal
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: mixamorig:LeftHandThumb2
|
||||||
|
humanName: Left Thumb Intermediate
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: mixamorig:LeftHandThumb3
|
||||||
|
humanName: Left Thumb Distal
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: mixamorig:LeftHandIndex1
|
||||||
|
humanName: Left Index Proximal
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: mixamorig:LeftHandIndex2
|
||||||
|
humanName: Left Index Intermediate
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: mixamorig:LeftHandIndex3
|
||||||
|
humanName: Left Index Distal
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: mixamorig:LeftHandMiddle1
|
||||||
|
humanName: Left Middle Proximal
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: mixamorig:LeftHandMiddle2
|
||||||
|
humanName: Left Middle Intermediate
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: mixamorig:LeftHandMiddle3
|
||||||
|
humanName: Left Middle Distal
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: mixamorig:LeftHandRing1
|
||||||
|
humanName: Left Ring Proximal
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: mixamorig:LeftHandRing2
|
||||||
|
humanName: Left Ring Intermediate
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: mixamorig:LeftHandRing3
|
||||||
|
humanName: Left Ring Distal
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: mixamorig:LeftHandPinky1
|
||||||
|
humanName: Left Little Proximal
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: mixamorig:LeftHandPinky2
|
||||||
|
humanName: Left Little Intermediate
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: mixamorig:LeftHandPinky3
|
||||||
|
humanName: Left Little Distal
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: mixamorig:RightHandThumb1
|
||||||
|
humanName: Right Thumb Proximal
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: mixamorig:RightHandThumb2
|
||||||
|
humanName: Right Thumb Intermediate
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: mixamorig:RightHandThumb3
|
||||||
|
humanName: Right Thumb Distal
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: mixamorig:RightHandIndex1
|
||||||
|
humanName: Right Index Proximal
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: mixamorig:RightHandIndex2
|
||||||
|
humanName: Right Index Intermediate
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: mixamorig:RightHandIndex3
|
||||||
|
humanName: Right Index Distal
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: mixamorig:RightHandMiddle1
|
||||||
|
humanName: Right Middle Proximal
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: mixamorig:RightHandMiddle2
|
||||||
|
humanName: Right Middle Intermediate
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: mixamorig:RightHandMiddle3
|
||||||
|
humanName: Right Middle Distal
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: mixamorig:RightHandRing1
|
||||||
|
humanName: Right Ring Proximal
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: mixamorig:RightHandRing2
|
||||||
|
humanName: Right Ring Intermediate
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: mixamorig:RightHandRing3
|
||||||
|
humanName: Right Ring Distal
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: mixamorig:RightHandPinky1
|
||||||
|
humanName: Right Little Proximal
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: mixamorig:RightHandPinky2
|
||||||
|
humanName: Right Little Intermediate
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: mixamorig:RightHandPinky3
|
||||||
|
humanName: Right Little Distal
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: mixamorig:Spine2
|
||||||
|
humanName: UpperChest
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
skeleton:
|
||||||
|
- name: passive_marker_man@Running(Clone)
|
||||||
|
parentName:
|
||||||
|
position: {x: 0, y: 0, z: 0}
|
||||||
|
rotation: {x: 0, y: 0, z: 0, w: 1}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:Hips
|
||||||
|
parentName: passive_marker_man@Running(Clone)
|
||||||
|
position: {x: 0.0026257306, y: 0.9230574, z: 0.000010459423}
|
||||||
|
rotation: {x: 0.08633656, y: 0.04245415, z: -0.0027184533, w: 0.9953574}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:Spine
|
||||||
|
parentName: mixamorig:Hips
|
||||||
|
position: {x: -0, y: 0.092263, z: 0.015771}
|
||||||
|
rotation: {x: 0.123653084, y: -0.098656215, z: 0.021129554, w: 0.9871831}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:Spine1
|
||||||
|
parentName: mixamorig:Spine
|
||||||
|
position: {x: -0, y: 0.162548, z: 0}
|
||||||
|
rotation: {x: -0.045455363, y: -0.01241538, z: 0.00007093771, w: 0.9988892}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:Spine2
|
||||||
|
parentName: mixamorig:Spine1
|
||||||
|
position: {x: -0, y: 0.137007, z: 0}
|
||||||
|
rotation: {x: -0.10772633, y: -0.01243834, z: -0.0013008527, w: 0.99410194}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:Neck
|
||||||
|
parentName: mixamorig:Spine2
|
||||||
|
position: {x: -0, y: 0.145445, z: 0}
|
||||||
|
rotation: {x: 0.18144254, y: 0.00895915, z: 0.016119793, w: 0.9832286}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:Head
|
||||||
|
parentName: mixamorig:Neck
|
||||||
|
position: {x: -0, y: 0.044379, z: 0}
|
||||||
|
rotation: {x: -0.29963443, y: 0.04076172, z: -0.039060067, w: 0.9523823}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:HeadTop_End
|
||||||
|
parentName: mixamorig:Head
|
||||||
|
position: {x: -0, y: 0.217493, z: 0}
|
||||||
|
rotation: {x: 0, y: -0, z: -0, w: 1}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:LeftShoulder
|
||||||
|
parentName: mixamorig:Spine2
|
||||||
|
position: {x: -0.061442, y: 0.108554, z: -0.0056950003}
|
||||||
|
rotation: {x: 0.62347054, y: -0.54125094, z: 0.44126925, w: 0.35158688}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:LeftArm
|
||||||
|
parentName: mixamorig:LeftShoulder
|
||||||
|
position: {x: -0, y: 0.124986, z: 0}
|
||||||
|
rotation: {x: -0.09195975, y: -0.31755677, z: -0.010756581, w: 0.9437084}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:LeftForeArm
|
||||||
|
parentName: mixamorig:LeftArm
|
||||||
|
position: {x: -0, y: 0.27686998, z: 0}
|
||||||
|
rotation: {x: -0.02146864, y: 0.20036371, z: -0.018629113, w: 0.97930914}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:LeftHand
|
||||||
|
parentName: mixamorig:LeftForeArm
|
||||||
|
position: {x: -0, y: 0.278738, z: 0}
|
||||||
|
rotation: {x: -0.009295996, y: 0.15893462, z: 0.13559476, w: 0.9778893}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:LeftHandThumb1
|
||||||
|
parentName: mixamorig:LeftHand
|
||||||
|
position: {x: 0.018764999, y: 0.022844, z: 0.012080999}
|
||||||
|
rotation: {x: -0.03193845, y: 0.1439017, z: -0.33887535, w: 0.9292124}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:LeftHandThumb2
|
||||||
|
parentName: mixamorig:LeftHandThumb1
|
||||||
|
position: {x: -0, y: 0.049488, z: 0}
|
||||||
|
rotation: {x: -0.005699133, y: -0.0043603624, z: 0.038674206, w: 0.99922615}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:LeftHandThumb3
|
||||||
|
parentName: mixamorig:LeftHandThumb2
|
||||||
|
position: {x: -0, y: 0.051787, z: 0}
|
||||||
|
rotation: {x: -0.026033977, y: 0.0003726662, z: 0.015839359, w: 0.9995355}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:LeftHandThumb4
|
||||||
|
parentName: mixamorig:LeftHandThumb3
|
||||||
|
position: {x: -0, y: 0.027056, z: 0}
|
||||||
|
rotation: {x: 0.028721573, y: -0.1245043, z: -0.06951175, w: 0.9893644}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:LeftHandIndex1
|
||||||
|
parentName: mixamorig:LeftHand
|
||||||
|
position: {x: 0.022648001, y: 0.105147995, z: 0.002314}
|
||||||
|
rotation: {x: 0.071083, y: 0.008194005, z: -0.014202062, w: 0.9973357}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:LeftHandIndex2
|
||||||
|
parentName: mixamorig:LeftHandIndex1
|
||||||
|
position: {x: -0, y: 0.055493, z: 0}
|
||||||
|
rotation: {x: 0.036835752, y: 0.0000002635642, z: 0.0044454252, w: 0.99931145}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:LeftHandIndex3
|
||||||
|
parentName: mixamorig:LeftHandIndex2
|
||||||
|
position: {x: -0, y: 0.033910997, z: 0}
|
||||||
|
rotation: {x: 0.019123366, y: 0.00000008394253, z: 0.0023079438, w: 0.9998145}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:LeftHandIndex4
|
||||||
|
parentName: mixamorig:LeftHandIndex3
|
||||||
|
position: {x: -0, y: 0.023343, z: 0}
|
||||||
|
rotation: {x: 0.0037724029, y: -0.0040020836, z: -0.0000067185497, w: 0.9999849}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:LeftHandMiddle1
|
||||||
|
parentName: mixamorig:LeftHand
|
||||||
|
position: {x: -0, y: 0.104908, z: 0}
|
||||||
|
rotation: {x: 0.068263285, y: 0.0000000050359166, z: 0.008238587, w: 0.99763334}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:LeftHandMiddle2
|
||||||
|
parentName: mixamorig:LeftHandMiddle1
|
||||||
|
position: {x: -0, y: 0.057921, z: 0}
|
||||||
|
rotation: {x: 0.03682738, y: -0.00000008535546, z: 0.0044447742, w: 0.9993118}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:LeftHandMiddle3
|
||||||
|
parentName: mixamorig:LeftHandMiddle2
|
||||||
|
position: {x: -0, y: 0.037132, z: 0}
|
||||||
|
rotation: {x: 0.019123498, y: 0.00000008226189, z: 0.0023079792, w: 0.99981445}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:LeftHandMiddle4
|
||||||
|
parentName: mixamorig:LeftHandMiddle3
|
||||||
|
position: {x: -0, y: 0.027520001, z: 0}
|
||||||
|
rotation: {x: 0.07033414, y: -0.0047357376, z: 0.0009760188, w: 0.9975118}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:LeftHandRing1
|
||||||
|
parentName: mixamorig:LeftHand
|
||||||
|
position: {x: -0.023141, y: 0.10240699, z: 0.00045999998}
|
||||||
|
rotation: {x: 0.06789825, y: -0.0015183588, z: 0.012424417, w: 0.9976137}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:LeftHandRing2
|
||||||
|
parentName: mixamorig:LeftHandRing1
|
||||||
|
position: {x: -0, y: 0.054452, z: 0}
|
||||||
|
rotation: {x: 0.03683629, y: -0.00000011629888, z: 0.004445157, w: 0.99931145}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:LeftHandRing3
|
||||||
|
parentName: mixamorig:LeftHandRing2
|
||||||
|
position: {x: -0, y: 0.037132, z: 0}
|
||||||
|
rotation: {x: 0.040994342, y: -0.00000001474068, z: 0.0049477206, w: 0.9991472}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:LeftHandRing4
|
||||||
|
parentName: mixamorig:LeftHandRing3
|
||||||
|
position: {x: -0, y: 0.022806998, z: 0}
|
||||||
|
rotation: {x: -0.028463084, y: -0.007408199, z: -0.0009870004, w: 0.9995669}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:LeftHandPinky1
|
||||||
|
parentName: mixamorig:LeftHand
|
||||||
|
position: {x: -0.044184998, y: 0.098202996, z: 0.002097}
|
||||||
|
rotation: {x: 0.061687645, y: -0.008500633, z: 0.060086094, w: 0.996249}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:LeftHandPinky2
|
||||||
|
parentName: mixamorig:LeftHandPinky1
|
||||||
|
position: {x: -0, y: 0.036763, z: 0}
|
||||||
|
rotation: {x: 0.036459662, y: -0.00465443, z: -0.00537291, w: 0.99930984}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:LeftHandPinky3
|
||||||
|
parentName: mixamorig:LeftHandPinky2
|
||||||
|
position: {x: -0, y: 0.028113, z: 0}
|
||||||
|
rotation: {x: 0.040961813, y: 0.00000012340018, z: 0.0049434844, w: 0.9991485}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:LeftHandPinky4
|
||||||
|
parentName: mixamorig:LeftHandPinky3
|
||||||
|
position: {x: -0, y: 0.016595, z: 0}
|
||||||
|
rotation: {x: 0.04106242, y: -0.004149711, z: 0.00073911186, w: 0.9991477}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:RightShoulder
|
||||||
|
parentName: mixamorig:Spine2
|
||||||
|
position: {x: 0.061402, y: 0.108554, z: -0.0056950003}
|
||||||
|
rotation: {x: 0.5899031, y: 0.56382066, z: -0.45384818, w: 0.3579699}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:RightArm
|
||||||
|
parentName: mixamorig:RightShoulder
|
||||||
|
position: {x: -0, y: 0.12502599, z: 0}
|
||||||
|
rotation: {x: -0.04182078, y: -0.21362637, z: -0.017744655, w: 0.9758585}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:RightForeArm
|
||||||
|
parentName: mixamorig:RightArm
|
||||||
|
position: {x: -0, y: 0.27686998, z: 0}
|
||||||
|
rotation: {x: -0.020882398, y: -0.24692537, z: 0.004558189, w: 0.9687988}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:RightHand
|
||||||
|
parentName: mixamorig:RightForeArm
|
||||||
|
position: {x: -0, y: 0.278738, z: 0}
|
||||||
|
rotation: {x: -0.13986403, y: -0.16239385, z: -0.05854199, w: 0.97500724}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:RightHandThumb1
|
||||||
|
parentName: mixamorig:RightHand
|
||||||
|
position: {x: -0.023191, y: 0.025704, z: 0.012451}
|
||||||
|
rotation: {x: 0.22688995, y: -0.043583002, z: 0.20939837, w: 0.9501442}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:RightHandThumb2
|
||||||
|
parentName: mixamorig:RightHandThumb1
|
||||||
|
position: {x: -0, y: 0.045427, z: 0}
|
||||||
|
rotation: {x: -0.010590506, y: 0.0064332546, z: -0.037090484, w: 0.99923515}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:RightHandThumb3
|
||||||
|
parentName: mixamorig:RightHandThumb2
|
||||||
|
position: {x: -0, y: 0.050932996, z: 0}
|
||||||
|
rotation: {x: -0.031692, y: 0.0025025562, z: 0.00070377794, w: 0.9994943}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:RightHandThumb4
|
||||||
|
parentName: mixamorig:RightHandThumb3
|
||||||
|
position: {x: -0, y: 0.026533999, z: 0}
|
||||||
|
rotation: {x: 0.018483208, y: 0.12657753, z: 0.07113654, w: 0.9892301}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:RightHandIndex1
|
||||||
|
parentName: mixamorig:RightHand
|
||||||
|
position: {x: -0.022873001, y: 0.105773, z: 0.001754}
|
||||||
|
rotation: {x: 0.032575633, y: -0.0050921547, z: 0.012884997, w: 0.99937326}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:RightHandIndex2
|
||||||
|
parentName: mixamorig:RightHandIndex1
|
||||||
|
position: {x: -0, y: 0.053767998, z: 0}
|
||||||
|
rotation: {x: 0.037092466, y: 0.0000001583248, z: -0.004521609, w: 0.9993017}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:RightHandIndex3
|
||||||
|
parentName: mixamorig:RightHandIndex2
|
||||||
|
position: {x: -0, y: 0.033855, z: 0}
|
||||||
|
rotation: {x: 0.03684605, y: -0.0000000242893, z: -0.004490865, w: 0.9993109}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:RightHandIndex4
|
||||||
|
parentName: mixamorig:RightHandIndex3
|
||||||
|
position: {x: -0, y: 0.023636, z: 0}
|
||||||
|
rotation: {x: 0.059460737, y: 0.0068956027, z: -0.001777921, w: 0.99820524}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:RightHandMiddle1
|
||||||
|
parentName: mixamorig:RightHand
|
||||||
|
position: {x: -0, y: 0.10779199, z: 0}
|
||||||
|
rotation: {x: 0.052111115, y: 0.000000030003086, z: -0.006351494, w: 0.9986211}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:RightHandMiddle2
|
||||||
|
parentName: mixamorig:RightHandMiddle1
|
||||||
|
position: {x: -0, y: 0.056167997, z: 0}
|
||||||
|
rotation: {x: 0.037092805, y: -0.000000081316955, z: -0.004521704, w: 0.9993017}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:RightHandMiddle3
|
||||||
|
parentName: mixamorig:RightHandMiddle2
|
||||||
|
position: {x: -0, y: 0.037364, z: 0}
|
||||||
|
rotation: {x: 0.015280102, y: 0.00000012418067, z: -0.001862349, w: 0.99988157}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:RightHandMiddle4
|
||||||
|
parentName: mixamorig:RightHandMiddle3
|
||||||
|
position: {x: -0, y: 0.026914999, z: 0}
|
||||||
|
rotation: {x: -0.041217502, y: 0.006759557, z: 0.0019827525, w: 0.99912536}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:RightHandRing1
|
||||||
|
parentName: mixamorig:RightHand
|
||||||
|
position: {x: 0.023498999, y: 0.103919, z: -0.001052}
|
||||||
|
rotation: {x: 0.051094793, y: 0.0029447083, z: -0.014659441, w: 0.9985819}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:RightHandRing2
|
||||||
|
parentName: mixamorig:RightHandRing1
|
||||||
|
position: {x: -0, y: 0.054013, z: 0}
|
||||||
|
rotation: {x: 0.037089173, y: -0.00000012828964, z: -0.0045201, w: 0.99930173}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:RightHandRing3
|
||||||
|
parentName: mixamorig:RightHandRing2
|
||||||
|
position: {x: -0, y: 0.033915997, z: 0}
|
||||||
|
rotation: {x: 0.015280112, y: 0.000000092142876, z: -0.0018624181, w: 0.99988157}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:RightHandRing4
|
||||||
|
parentName: mixamorig:RightHandRing3
|
||||||
|
position: {x: -0, y: 0.023532, z: 0}
|
||||||
|
rotation: {x: -0.0067975097, y: 0.00761517, z: 0.00035630737, w: 0.99994785}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:RightHandPinky1
|
||||||
|
parentName: mixamorig:RightHand
|
||||||
|
position: {x: 0.043783, y: 0.09791, z: 0.002129}
|
||||||
|
rotation: {x: 0.04906439, y: 0.008771026, z: -0.031059159, w: 0.9982741}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:RightHandPinky2
|
||||||
|
parentName: mixamorig:RightHandPinky1
|
||||||
|
position: {x: -0, y: 0.036528, z: 0}
|
||||||
|
rotation: {x: 0.037093192, y: -0.000000057741985, z: -0.004520434, w: 0.9993017}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:RightHandPinky3
|
||||||
|
parentName: mixamorig:RightHandPinky2
|
||||||
|
position: {x: -0, y: 0.02782, z: 0}
|
||||||
|
rotation: {x: 0.015280299, y: 0.0000001245123, z: -0.0018625236, w: 0.99988157}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:RightHandPinky4
|
||||||
|
parentName: mixamorig:RightHandPinky3
|
||||||
|
position: {x: -0, y: 0.016121, z: 0}
|
||||||
|
rotation: {x: 0.08495621, y: 0.008932245, z: -0.0029097798, w: 0.9963404}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:LeftUpLeg
|
||||||
|
parentName: mixamorig:Hips
|
||||||
|
position: {x: -0.096338, y: -0.032732997, z: 0}
|
||||||
|
rotation: {x: -0.058708653, y: 0.1894383, z: 0.9787148, w: 0.052762244}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:LeftLeg
|
||||||
|
parentName: mixamorig:LeftUpLeg
|
||||||
|
position: {x: -0, y: 0.417658, z: 0}
|
||||||
|
rotation: {x: -0.30987173, y: 0.055988222, z: 0.01655316, w: 0.9489841}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:LeftFoot
|
||||||
|
parentName: mixamorig:LeftLeg
|
||||||
|
position: {x: -0, y: 0.391992, z: 0}
|
||||||
|
rotation: {x: -0.11729566, y: 0.68393576, z: 0.7155505, w: 0.08038166}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:LeftToeBase
|
||||||
|
parentName: mixamorig:LeftFoot
|
||||||
|
position: {x: -0, y: 0.147412, z: 0}
|
||||||
|
rotation: {x: 0.44312403, y: -0.0027553395, z: -0.00557385, w: 0.8964388}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:LeftToe_End
|
||||||
|
parentName: mixamorig:LeftToeBase
|
||||||
|
position: {x: -0, y: 0.103292994, z: 0}
|
||||||
|
rotation: {x: 0, y: -0, z: -0, w: 1}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:RightUpLeg
|
||||||
|
parentName: mixamorig:Hips
|
||||||
|
position: {x: 0.096338, y: -0.032732997, z: 0}
|
||||||
|
rotation: {x: -0.020864854, y: 0.060729615, z: 0.99748564, w: 0.029982556}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:RightLeg
|
||||||
|
parentName: mixamorig:RightUpLeg
|
||||||
|
position: {x: -0, y: 0.417658, z: 0}
|
||||||
|
rotation: {x: -0.20534267, y: 0.028451536, z: 0.03293908, w: 0.9777218}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: mixamorig:RightFoot
|
||||||
|
parentName: mixamorig:RightLeg
|
||||||
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@@ -49,8 +49,6 @@ public partial class PlayerCharacterController : MonoBehaviour
|
|||||||
[Tooltip("Camera used for camera-relative movement. Empty = Camera.main.")]
|
[Tooltip("Camera used for camera-relative movement. Empty = Camera.main.")]
|
||||||
public Transform cameraTransform;
|
public Transform cameraTransform;
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||||||
|
|
||||||
public Animator animator;
|
|
||||||
|
|
||||||
[Tooltip("Animator bool parameter driven true while running on the ground (false in air and while wall/ceiling-climbing).")]
|
[Tooltip("Animator bool parameter driven true while running on the ground (false in air and while wall/ceiling-climbing).")]
|
||||||
public string runningParameter = "Running";
|
public string runningParameter = "Running";
|
||||||
|
|
||||||
@@ -160,6 +158,13 @@ public partial class PlayerCharacterController : MonoBehaviour
|
|||||||
/// <summary>True while stuck to a ceiling (wall-climb mode with a downward-facing surface normal).</summary>
|
/// <summary>True while stuck to a ceiling (wall-climb mode with a downward-facing surface normal).</summary>
|
||||||
public bool IsOnCeiling => _isWallClimbing && _wallNormal.y < CeilingNormalThreshold;
|
public bool IsOnCeiling => _isWallClimbing && _wallNormal.y < CeilingNormalThreshold;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// True while grounded and actually moving above the run threshold (the ground-locomotion state).
|
||||||
|
/// Airborne, wall/ceiling, and standing still all read false. This is the same signal that drives
|
||||||
|
/// the run bool, exposed so the pose system can pick its walk/run locomotion clips.
|
||||||
|
/// </summary>
|
||||||
|
public bool IsMovingOnGround => _movingOnGround;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Set by <see cref="PlayerPoseController"/> while a pose Playable graph owns the Animator output.
|
/// Set by <see cref="PlayerPoseController"/> while a pose Playable graph owns the Animator output.
|
||||||
/// While set, the run-bool is not poked: it would be moot (the graph overrides it) and Unity would
|
/// While set, the run-bool is not poked: it would be moot (the graph overrides it) and Unity would
|
||||||
@@ -176,6 +181,7 @@ public partial class PlayerCharacterController : MonoBehaviour
|
|||||||
private Vector3 _horizontalVelocity; // smoothed horizontal move velocity (accel/decel ramp)
|
private Vector3 _horizontalVelocity; // smoothed horizontal move velocity (accel/decel ramp)
|
||||||
private bool _sprinting; // sprint key state this frame (exposed via IsSprinting)
|
private bool _sprinting; // sprint key state this frame (exposed via IsSprinting)
|
||||||
private bool _isIdle; // snapshot: player essentially still this frame (exposed via IsIdle)
|
private bool _isIdle; // snapshot: player essentially still this frame (exposed via IsIdle)
|
||||||
|
private bool _movingOnGround; // snapshot: grounded & moving above the run threshold (exposed via IsMovingOnGround)
|
||||||
private float _poseYOffset; // local-up model offset from the active pose (ceiling only); folded into SetMeshLean
|
private float _poseYOffset; // local-up model offset from the active pose (ceiling only); folded into SetMeshLean
|
||||||
|
|
||||||
// Ground contact normal from the latest Move (for slope sliding).
|
// Ground contact normal from the latest Move (for slope sliding).
|
||||||
@@ -308,7 +314,7 @@ public partial class PlayerCharacterController : MonoBehaviour
|
|||||||
cameraOrbit.LookSuppressed = _offsetDragging;
|
cameraOrbit.LookSuppressed = _offsetDragging;
|
||||||
_horizontalVelocity = Vector3.zero; // drop ground momentum so resuming starts from rest
|
_horizontalVelocity = Vector3.zero; // drop ground momentum so resuming starts from rest
|
||||||
_isIdle = ControlEnabled && (h * h + v * v) <= 1e-4f; // attached & no climb input = holding a pose
|
_isIdle = ControlEnabled && (h * h + v * v) <= 1e-4f; // attached & no climb input = holding a pose
|
||||||
SetAnimatorRunning(false); // climbing is its own pose, not the ground run
|
_movingOnGround = false; // on a wall/ceiling, never ground locomotion
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -377,7 +383,7 @@ public partial class PlayerCharacterController : MonoBehaviour
|
|||||||
Vector3 horizontalVel = _controller.velocity;
|
Vector3 horizontalVel = _controller.velocity;
|
||||||
horizontalVel.y = 0f;
|
horizontalVel.y = 0f;
|
||||||
bool movingOnGround = _controller.isGrounded && horizontalVel.sqrMagnitude > RunningSpeedThresholdSqr;
|
bool movingOnGround = _controller.isGrounded && horizontalVel.sqrMagnitude > RunningSpeedThresholdSqr;
|
||||||
SetAnimatorRunning(movingOnGround);
|
_movingOnGround = movingOnGround;
|
||||||
_isIdle = ControlEnabled && _controller.isGrounded && !movingOnGround; // standing still on the floor
|
_isIdle = ControlEnabled && _controller.isGrounded && !movingOnGround; // standing still on the floor
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -945,13 +951,6 @@ public partial class PlayerCharacterController : MonoBehaviour
|
|||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Drives the animator's ground-run bool (null-safe; skipped while a pose graph overrides the Animator).</summary>
|
|
||||||
private void SetAnimatorRunning(bool running)
|
|
||||||
{
|
|
||||||
if (animator && !AnimatorOverridden)
|
|
||||||
animator.SetBool(_runningHash, running);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Collects contact normals during Move: wall/ceiling contacts feed the
|
/// Collects contact normals during Move: wall/ceiling contacts feed the
|
||||||
/// wall-climb detector, the flattest upward contact becomes the ground normal.
|
/// wall-climb detector, the flattest upward contact becomes the ground normal.
|
||||||
|
|||||||
@@ -1,9 +1,10 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// A selectable player pose: an <see cref="AnimationClip"/> held while the player is idle, plus a
|
/// A selectable player pose: an idle <see cref="AnimationClip"/> held while the player stands still,
|
||||||
/// y-offset applied to the visual model only while stuck to the ceiling (so the pose hangs at the
|
/// plus optional walk and run clips that the pose system plays itself (the Animator stays empty) while
|
||||||
/// right height). The first ScriptableObject in this project.
|
/// moving on the ground, and a y-offset applied to the visual model only while stuck to the ceiling
|
||||||
|
/// (so the pose hangs at the right height). The first ScriptableObject in this project.
|
||||||
///
|
///
|
||||||
/// Named PlayerPose (not Pose) to avoid shadowing the built-in UnityEngine.Pose struct, mirroring
|
/// Named PlayerPose (not Pose) to avoid shadowing the built-in UnityEngine.Pose struct, mirroring
|
||||||
/// why the controller is PlayerCharacterController and not just "PlayerController".
|
/// why the controller is PlayerCharacterController and not just "PlayerController".
|
||||||
@@ -16,13 +17,48 @@ public class PlayerPose : ScriptableObject
|
|||||||
"other hierarchies will not retarget.")]
|
"other hierarchies will not retarget.")]
|
||||||
[SerializeField] private AnimationClip clip;
|
[SerializeField] private AnimationClip clip;
|
||||||
|
|
||||||
|
[Tooltip("Playback speed multiplier for the idle clip. 1 = authored speed.")]
|
||||||
|
[Range(0.1f, 3f)]
|
||||||
|
[SerializeField] private float clipSpeed = 1f;
|
||||||
|
|
||||||
|
[Tooltip("Optional. Played instead of the idle clip while walking on the ground (moving, not " +
|
||||||
|
"sprinting). Leave empty to keep holding the idle pose while walking. Should loop.")]
|
||||||
|
[SerializeField] private AnimationClip walkClip;
|
||||||
|
|
||||||
|
[Tooltip("Playback speed multiplier for the walk clip. 1 = authored speed.")]
|
||||||
|
[Range(0.1f, 3f)]
|
||||||
|
[SerializeField] private float walkClipSpeed = 1f;
|
||||||
|
|
||||||
|
[Tooltip("Optional. Played instead of the idle clip while sprinting on the ground. Leave empty to " +
|
||||||
|
"keep holding the idle pose while sprinting. Should loop.")]
|
||||||
|
[SerializeField] private AnimationClip runClip;
|
||||||
|
|
||||||
|
[Tooltip("Playback speed multiplier for the run clip. 1 = authored speed.")]
|
||||||
|
[Range(0.1f, 3f)]
|
||||||
|
[SerializeField] private float runClipSpeed = 1f;
|
||||||
|
|
||||||
[Tooltip("Local-up offset added to the visual model ONLY while stuck to the ceiling, so the pose " +
|
[Tooltip("Local-up offset added to the visual model ONLY while stuck to the ceiling, so the pose " +
|
||||||
"hangs at the right height. Ignored on the ground and on walls. Meters.")]
|
"hangs at the right height. Ignored on the ground and on walls. Meters.")]
|
||||||
[SerializeField] private float ceilingYOffset;
|
[SerializeField] private float ceilingYOffset;
|
||||||
|
|
||||||
/// <summary>Idle clip for this pose (may be null).</summary>
|
/// <summary>Idle clip held while the player stands still in this pose (may be null).</summary>
|
||||||
public AnimationClip Clip => clip;
|
public AnimationClip Clip => clip;
|
||||||
|
|
||||||
|
/// <summary>Playback speed multiplier for the idle clip (1 = authored speed).</summary>
|
||||||
|
public float ClipSpeed => clipSpeed;
|
||||||
|
|
||||||
|
/// <summary>Optional clip played while walking on the ground; null = hold the idle pose.</summary>
|
||||||
|
public AnimationClip WalkClip => walkClip;
|
||||||
|
|
||||||
|
/// <summary>Playback speed multiplier for the walk clip (1 = authored speed).</summary>
|
||||||
|
public float WalkClipSpeed => walkClipSpeed;
|
||||||
|
|
||||||
|
/// <summary>Optional clip played while sprinting on the ground; null = hold the idle pose.</summary>
|
||||||
|
public AnimationClip RunClip => runClip;
|
||||||
|
|
||||||
|
/// <summary>Playback speed multiplier for the run clip (1 = authored speed).</summary>
|
||||||
|
public float RunClipSpeed => runClipSpeed;
|
||||||
|
|
||||||
/// <summary>Local-up offset applied to the model only while on the ceiling.</summary>
|
/// <summary>Local-up offset applied to the model only while on the ceiling.</summary>
|
||||||
public float CeilingYOffset => ceilingYOffset;
|
public float CeilingYOffset => ceilingYOffset;
|
||||||
}
|
}
|
||||||
@@ -8,18 +8,22 @@ using UnityEngine.InputSystem;
|
|||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Sits next to the <see cref="PlayerCharacterController"/> and holds a list of <see cref="PlayerPose"/>s
|
/// Sits next to the <see cref="PlayerCharacterController"/> and holds a list of <see cref="PlayerPose"/>s
|
||||||
/// plus the active index. The active pose is held continuously — while idle, walking, and sprinting
|
/// plus the active index. The pose system owns all character animation — the Animator is left empty —
|
||||||
/// alike — so cycling to the next pose, or the sprint reset to the default pose, shows up
|
/// so it drives locomotion itself: standing still (or airborne / on a wall / on the ceiling) holds the
|
||||||
/// immediately instead of only once the player comes to a stop. One key cycles to the next pose
|
/// active pose's idle clip, walking on the ground plays that pose's optional walk clip, and sprinting
|
||||||
/// (wrapping), and sprinting in any state (ground, air, wall, ceiling) snaps the selection back to the default pose.
|
/// on the ground plays its optional run clip. Either locomotion clip is optional; when a pose leaves
|
||||||
|
/// one null, the idle pose is simply held in that state.
|
||||||
///
|
///
|
||||||
/// The pose clip is played through a tiny <see cref="PlayableGraph"/> (a two-input
|
/// One key cycles to the next pose (wrapping), and sprinting in any state (ground, air, wall, ceiling)
|
||||||
/// <see cref="AnimationMixerPlayable"/> on an <see cref="AnimationPlayableOutput"/>) that overrides
|
/// snaps the selection back to the default pose. The selection is held continuously, so cycling or the
|
||||||
/// the Animator Controller's run/idle animation for as long as a pose is selected (it only hands the
|
/// sprint reset shows up immediately instead of only once the player comes to a stop.
|
||||||
/// rig back when the list is empty / the clip is null). Switching pose crossfades the outgoing and
|
///
|
||||||
/// incoming clips over <see cref="poseBlendDuration"/> instead of snapping. The per-pose ceiling
|
/// Clips are played through a tiny <see cref="PlayableGraph"/> (a two-input
|
||||||
/// y-offset is eased toward its target and routed through the controller (the single writer of the
|
/// <see cref="AnimationMixerPlayable"/> on an <see cref="AnimationPlayableOutput"/>) that drives the
|
||||||
/// model-offset transform) so it composes with the wall-lean instead of fighting it.
|
/// Animator directly. Switching clip — between poses, or between idle/walk/run within a pose —
|
||||||
|
/// crossfades the outgoing and incoming clips over <see cref="poseBlendDuration"/> instead of snapping.
|
||||||
|
/// The per-pose ceiling y-offset is eased toward its target and routed through the controller (the
|
||||||
|
/// single writer of the model-offset transform) so it composes with the wall-lean instead of fighting it.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
[RequireComponent(typeof(PlayerCharacterController))]
|
[RequireComponent(typeof(PlayerCharacterController))]
|
||||||
[DisallowMultipleComponent]
|
[DisallowMultipleComponent]
|
||||||
@@ -93,7 +97,7 @@ public partial class PlayerPoseController : MonoBehaviour
|
|||||||
void Awake()
|
void Awake()
|
||||||
{
|
{
|
||||||
_player = GetComponent<PlayerCharacterController>();
|
_player = GetComponent<PlayerCharacterController>();
|
||||||
_animator = _player ? _player.animator : null;
|
_animator = _player ? _player.GetComponentInChildren<Animator>() : null;
|
||||||
_graphName = $"{name}-Pose";
|
_graphName = $"{name}-Pose";
|
||||||
if (_animator)
|
if (_animator)
|
||||||
CaptureRestPose();
|
CaptureRestPose();
|
||||||
@@ -113,16 +117,23 @@ public partial class PlayerPoseController : MonoBehaviour
|
|||||||
|
|
||||||
PlayerPose pose = ActivePose();
|
PlayerPose pose = ActivePose();
|
||||||
|
|
||||||
// Hold the pose continuously — idle, walking, and sprinting alike — so a selection change
|
// Pick the clip for the current locomotion state. Standing still, airborne, on a wall or on the
|
||||||
// (cycling, or the sprint reset to the default pose above) shows immediately instead of only
|
// ceiling holds the idle pose; moving on the ground plays the run clip while sprinting or the
|
||||||
// once the player stops. PlayPose hands the rig back to the controller only when there is no
|
// walk clip otherwise. Both locomotion clips are optional — a null one falls back to the idle
|
||||||
// clip to play (empty list / null clip).
|
// pose, so an unset walk clip keeps the held-pose behaviour. PlayPose crossfades on any change
|
||||||
PlayPose(pose ? pose.Clip : null);
|
// and hands the rig back only when there is no clip at all (empty list / null idle clip).
|
||||||
|
AnimationClip clip = pose ? pose.Clip : null;
|
||||||
// Tell the controller the pose graph owns the Animator output so it stops poking the run-bool
|
float speed = pose ? pose.ClipSpeed : 1f;
|
||||||
// (moot while overridden, and it would warn every frame). Read next frame, when this matches
|
if (pose && _player.IsMovingOnGround)
|
||||||
// the bound-graph state (both only change here).
|
{
|
||||||
_player.AnimatorOverridden = _posePlaying;
|
AnimationClip locomotion = _player.IsSprinting ? pose.RunClip : pose.WalkClip;
|
||||||
|
if (locomotion)
|
||||||
|
{
|
||||||
|
clip = locomotion;
|
||||||
|
speed = _player.IsSprinting ? pose.RunClipSpeed : pose.WalkClipSpeed;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
PlayPose(clip, speed);
|
||||||
|
|
||||||
// Ceiling y-offset: only while stuck to the ceiling. Ease toward the target instead of
|
// Ceiling y-offset: only while stuck to the ceiling. Ease toward the target instead of
|
||||||
// snapping, so entering and leaving the ceiling (and switching ceiling poses) glides. Routed
|
// snapping, so entering and leaving the ceiling (and switching ceiling poses) glides. Routed
|
||||||
@@ -143,7 +154,6 @@ public partial class PlayerPoseController : MonoBehaviour
|
|||||||
if (_player)
|
if (_player)
|
||||||
{
|
{
|
||||||
_player.SetPoseLocalYOffset(0f);
|
_player.SetPoseLocalYOffset(0f);
|
||||||
_player.AnimatorOverridden = false;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -183,10 +193,11 @@ public partial class PlayerPoseController : MonoBehaviour
|
|||||||
/// Plays and holds the given clip, overriding the Animator Controller. Switching to a different
|
/// Plays and holds the given clip, overriding the Animator Controller. Switching to a different
|
||||||
/// clip crossfades from the current pose over <see cref="poseBlendDuration"/> (the first pose, or a
|
/// clip crossfades from the current pose over <see cref="poseBlendDuration"/> (the first pose, or a
|
||||||
/// zero duration, appears instantly). Called every frame: it starts a transition on a clip change,
|
/// zero duration, appears instantly). Called every frame: it starts a transition on a clip change,
|
||||||
/// advances any in-flight blend, and re-snaps un-keyed bones to rest before the graph evaluates. A
|
/// advances any in-flight blend, applies <paramref name="speed"/> to the target playback, and
|
||||||
/// null clip (or no animator) releases back to the controller.
|
/// re-snaps un-keyed bones to rest before the graph evaluates. A null clip (or no animator) releases
|
||||||
|
/// back to the controller.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
private void PlayPose(AnimationClip clip)
|
private void PlayPose(AnimationClip clip, float speed)
|
||||||
{
|
{
|
||||||
if (!clip || !_animator)
|
if (!clip || !_animator)
|
||||||
{
|
{
|
||||||
@@ -201,6 +212,12 @@ public partial class PlayerPoseController : MonoBehaviour
|
|||||||
|
|
||||||
AdvanceBlend(Time.deltaTime);
|
AdvanceBlend(Time.deltaTime);
|
||||||
|
|
||||||
|
// Set every frame (not just on clip change) so tuning a pose's speed slider live in the inspector
|
||||||
|
// takes effect immediately and re-selecting the same clip keeps its speed. The outgoing pose on
|
||||||
|
// input 0 keeps the speed it carried, so a crossfade fades it out at its own pace.
|
||||||
|
if (_toPlayable.IsValid())
|
||||||
|
PlayableExtensions.SetSpeed(_toPlayable, speed);
|
||||||
|
|
||||||
// Snap un-keyed bones to rest every frame, so each mixer input blends relative to rest: a
|
// Snap un-keyed bones to rest every frame, so each mixer input blends relative to rest: a
|
||||||
// partial or empty clip (e.g. the T-pose) defines the whole body, and a crossfade interpolates
|
// partial or empty clip (e.g. the T-pose) defines the whole body, and a crossfade interpolates
|
||||||
// both poses against the same baseline. The graph overrides the keyed bones, weighted, when it
|
// both poses against the same baseline. The graph overrides the keyed bones, weighted, when it
|
||||||
|
|||||||
Reference in new issue
Block a user