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One shots #56

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71900ce
One Shots progress
leafyjones Jul 7, 2020
529cd2d
Triggers, fixes, and feet locked
leafyjones Jul 7, 2020
4749a65
OneShots built with re-recording
leafyjones Jul 8, 2020
55664d1
Editor window, base automation, clone creation, layering
leafyjones Jul 9, 2020
e39eafc
recorder
leafyjones Jul 10, 2020
2a7d144
Recorder flow
leafyjones Jul 10, 2020
3f0ecc0
Merge branch 'master' into one-shots
jake Jul 10, 2020
b693f91
Hubconnection calls
leafyjones Jul 11, 2020
3b4d1f9
Audio, fixes, end step
leafyjones Jul 14, 2020
7fddd35
back to back workflow, animation ending
leafyjones Jul 14, 2020
a328f56
Looking into audio
leafyjones Jul 15, 2020
45daefa
filenames, small fixes, clean up
leafyjones Jul 16, 2020
5db6ab4
Stop on leaving play mode
leafyjones Jul 16, 2020
3b70768
Export Performance integration
leafyjones Jul 17, 2020
c6af94d
exports addition, audio modes.
leafyjones Jul 18, 2020
de9a1aa
export performances feature, filenames, one shots mode
leafyjones Jul 21, 2020
0c2fd48
repaints, windows, export overwrites variables
leafyjones Jul 22, 2020
792c10c
remove debug
leafyjones Jul 22, 2020
afaff64
Bug fixes, names in order, optimizations
leafyjones Jul 22, 2020
d13b08c
New one shots added, animator converter, UI.
leafyjones Jul 24, 2020
070581e
clean up, changes to converter
leafyjones Jul 24, 2020
c73338c
Add animations to one shots, experiment with converter, iterate on th…
leafyjones Jul 24, 2020
3b9f3ca
manually dump static keys and mark clap and handship as override layers
jake Jul 24, 2020
b35f276
layering R&D
leafyjones Jul 27, 2020
3dadb56
Animation blending and interrupting
leafyjones Jul 30, 2020
85b4c65
update mojo base rig to include fingers
jake Jul 30, 2020
542bd92
Laerying both ways, finger animator fixes, working towards easing/smo…
leafyjones Jul 30, 2020
81a124a
clean up, easing, bug fixes
leafyjones Aug 1, 2020
3ce19a6
removed avatars
leafyjones Aug 1, 2020
e9dc71c
one shots preload in EP, remove OS button and put that functionality …
leafyjones Aug 3, 2020
87b0e25
recording starts quicker, changes to infer audio names, oneshots styl…
leafyjones Aug 3, 2020
b13eee0
comments removed
leafyjones Aug 4, 2020
b2f61ee
reset recorder target, stop recording on animation end
leafyjones Aug 6, 2020
ded508d
removed unused
leafyjones Aug 6, 2020
8e07ce9
file management fixes
leafyjones Aug 7, 2020
945cdd0
conversions
leafyjones Aug 8, 2020
cec3b9a
allow for testing
leafyjones Aug 10, 2020
2c2e241
wave animation debug.
leafyjones Aug 10, 2020
e39777c
update TEST.controller
leafyjones Aug 10, 2020
d12dcab
Masks and exploration into wave animation
leafyjones Aug 10, 2020
e6cd4da
Animation fixes and cleaning
leafyjones Aug 11, 2020
8408a9f
Remove font
leafyjones Aug 11, 2020
0b8a0b2
Removed more fonts
leafyjones Aug 11, 2020
f0e149d
put work into export method
leafyjones Aug 11, 2020
95ab65d
moved logic around. Tryna fix vscode issue
leafyjones Aug 12, 2020
b42953a
progress on resilient EP
leafyjones Aug 12, 2020
399d491
hide serialized list
leafyjones Aug 12, 2020
1f22e25
restore TMP font
jake Aug 13, 2020
ce5ea25
link font
jake Aug 13, 2020
5b82327
debug
leafyjones Aug 13, 2020
63dc476
testing
leafyjones Aug 13, 2020
33dd370
sceneloaded detection
leafyjones Aug 13, 2020
69d8590
testing
leafyjones Aug 13, 2020
c088655
testing enable
leafyjones Aug 13, 2020
0c582ef
assembly reload
leafyjones Aug 13, 2020
c95672f
removing testing
leafyjones Aug 13, 2020
3f3748f
cleanup testing, afterassemblyreload added
leafyjones Aug 13, 2020
c9dc9e7
properties serilized filename
leafyjones Aug 13, 2020
a2e50df
serialized property testing and cleanup
leafyjones Aug 13, 2020
a08c67f
Exposed key commands and animation shuffling.
leafyjones Aug 18, 2020
e444504
Merge pull request #57 from yothinko/resilient-exports
leafyjones Aug 18, 2020
e229343
preperation for commands
leafyjones Aug 22, 2020
ab3b3dd
event system
leafyjones Aug 24, 2020
802c0ef
enable and disable event system
leafyjones Aug 24, 2020
422afa4
find singleton
leafyjones Aug 24, 2020
4df2fab
New clips integrated into one shots
leafyjones Aug 25, 2020
46bbdc3
fixed serialization, find layer from map, fixed window focus, changed…
leafyjones Aug 25, 2020
8e4814b
improving code
leafyjones Aug 27, 2020
e05be4a
Too quick transition fix
leafyjones Aug 27, 2020
0093b70
check if AnimationOverwrite is empty string
jake Aug 28, 2020
6a9e512
ugh linter
jake Aug 28, 2020
bf4cdb5
adjust KeyCommand to use string triggers and not crash if you all are…
jake Aug 28, 2020
6778f76
keybinding reminder
leafyjones Sep 1, 2020
433e768
remove canvas, and update prefab
jake Sep 8, 2020
541084f
lint
jake Sep 8, 2020
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9 changes: 4 additions & 5 deletions Assets/CustomIK/Scripts/Main/IKButtPuppet.cs
Original file line number Diff line number Diff line change
Expand Up @@ -2,8 +2,8 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Sirenix.OdinInspector;
using RootMotion.FinalIK;
using Sirenix.OdinInspector;

namespace MrPuppet
{
Expand Down Expand Up @@ -99,7 +99,6 @@ public void SubscribeEventIKButtPuppet()
public bool ApplySensors = true;
#endregion


#region IK
[DetailedInfoBox("IK bones help", "For the Bones 1-3 in each IK component (minus the 'Grounder') they will be oriented from tip to root instead of root to tip and example is as follows - \n\n Example Rig: UpperArm => Forearm => Wrist \n UpperArm: Bone 3 \n Forearm: Bone 2 \n Wrist: Bone 1 \n\n **The exception to this rule is the legs")]
[DetailedInfoBox("IK tags help", "To assign tags to bones and IK objects simply add the IKTag component to the needed objects \n\n ikTagId: The bone reference \n chainId: The order of the bone relative to the bone reference")]
Expand Down Expand Up @@ -820,9 +819,9 @@ private void LegacyUpdate()
// clamp to XYZ extents (BEFORE smooth)
position.Set(
LimitHipExtentX ? Mathf.Clamp(position.x, HipSpawnPosition.x - HipExtentX, HipSpawnPosition.x + HipExtentX) : position.x,
LimitHipExtentY ? Mathf.Clamp(position.y, HipSpawnPosition.y - HipExtentY, HipSpawnPosition.y + HipExtentY) : position.y,
LimitHipExtentZ ? Mathf.Clamp(position.z, HipSpawnPosition.z - HipExtentZ, HipSpawnPosition.z + HipExtentZ) : position.z
);
LimitHipExtentY ? Mathf.Clamp(position.y, HipSpawnPosition.y - HipExtentY, HipSpawnPosition.y + HipExtentY) : position.y,
LimitHipExtentZ ? Mathf.Clamp(position.z, HipSpawnPosition.z - HipExtentZ, HipSpawnPosition.z + HipExtentZ) : position.z
);

// smoothly apply changes to position
HipTranslation.localPosition = Vector3.SmoothDamp(HipTranslation.localPosition, position, ref PositionVelocity, PositionSpeed);
Expand Down
19 changes: 12 additions & 7 deletions Assets/CustomIK/Scripts/Main/IKController.cs
Original file line number Diff line number Diff line change
Expand Up @@ -2,14 +2,15 @@
using System.Collections.Generic;
using UnityEngine;

public class IKController : MonoBehaviour {
public class IKController : MonoBehaviour
{

#region Static Variables

#endregion

#region Public Variables

#endregion

#region Private Variables
Expand All @@ -20,11 +21,13 @@ public class IKController : MonoBehaviour {
#endregion

#region Unity Methods
private void Start() {

private void Start()
{

}

private void Update() {
private void Update()
{
OnCustomAnimatorIK();
}
#endregion
Expand All @@ -42,8 +45,10 @@ private void Update() {
#endregion

#region Local Methods
void OnCustomAnimatorIK() {
if (isActive) {
void OnCustomAnimatorIK()
{
if (isActive)
{

}
}
Expand Down
17 changes: 11 additions & 6 deletions Assets/CustomIK/Scripts/Main/IKTag.cs
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,8 @@
using UnityEngine;
using MrPuppet;

public class IKTag : MonoBehaviour {
public class IKTag : MonoBehaviour
{

#region Static Variables

Expand All @@ -19,10 +20,13 @@ public class IKTag : MonoBehaviour {
#endregion

#region Unity Methods
private void Awake() {
private void Awake()
{
IKButtPuppet root = this.transform.root.GetComponent<IKButtPuppet>();
if (root != null) {
switch (iKTagId) {
if (root != null)
{
switch (iKTagId)
{
case IKTagId.LeftArm:
this.gameObject.SetActive(root.enableLeftArmLimb);
break;
Expand Down Expand Up @@ -51,7 +55,8 @@ private void Awake() {
#endregion
}

public enum IKTagId {
public enum IKTagId
{
Unknown = -1,
Head = 0,
Neck = 1,
Expand All @@ -62,4 +67,4 @@ public enum IKTagId {
Grounder = 6,
LeftLeg = 7,
RightLeg = 8
};
}
3 changes: 2 additions & 1 deletion Assets/CustomIK/Scripts/Main/PinBone.cs
Original file line number Diff line number Diff line change
Expand Up @@ -15,7 +15,8 @@ private void Awake()
pos = bone.position;
}

private void Update() {
private void Update()
{
bone.rotation = rot;
bone.position = pos;
}
Expand Down
25 changes: 16 additions & 9 deletions Assets/CustomIK/Scripts/Main/SampleAnimations.cs
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,8 @@
using System.Collections.Generic;
using UnityEngine;

public class SampleAnimations : MonoBehaviour {
public class SampleAnimations : MonoBehaviour
{

#region Static Variables

Expand All @@ -18,11 +19,13 @@ public class SampleAnimations : MonoBehaviour {
#endregion

#region Unity Methods
private void Start() {

private void Start()
{

}

private void Update() {
private void Update()
{
GetInput();
}
#endregion
Expand All @@ -40,25 +43,29 @@ private void Update() {
#endregion

#region Local Methods
void GetInput() {
if (Input.GetKeyDown(KeyCode.Alpha1)) {
void GetInput()
{
if (Input.GetKeyDown(KeyCode.Alpha1))
{
animator.SetTrigger("doReset");
animator.ResetTrigger("doAction");
animator.SetInteger("action", 1);
animator.SetTrigger("doAction");
}
if (Input.GetKeyDown(KeyCode.Alpha2)) {
if (Input.GetKeyDown(KeyCode.Alpha2))
{
animator.SetTrigger("doReset");
animator.ResetTrigger("doAction");
animator.SetInteger("action", 2);
animator.SetTrigger("doAction");
}
if (Input.GetKeyDown(KeyCode.Alpha3)) {
if (Input.GetKeyDown(KeyCode.Alpha3))
{
animator.SetTrigger("doReset");
animator.ResetTrigger("doAction");
animator.SetInteger("action", 3);
animator.SetTrigger("doAction");
}
}
#endregion
}
}
2 changes: 1 addition & 1 deletion Assets/Recordings.meta

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8 changes: 8 additions & 0 deletions Assets/Resources.meta

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