chore: port ReactiveComponents to the new NDMF animation API

This commit is contained in:
bd_ 2024-11-24 18:01:21 -08:00
parent 5c084a8b8a
commit 2ed1402dd4
10 changed files with 170 additions and 296 deletions

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@ -2,13 +2,9 @@
using System;
using System.Collections.Generic;
using System.Linq;
using nadena.dev.ndmf;
using UnityEditor;
using UnityEditor.Animations;
using UnityEngine;
#if MA_VRCSDK3_AVATARS
using VRC.SDK3.Avatars.Components;
#endif
#endregion
@ -32,7 +28,6 @@ namespace nadena.dev.modular_avatar.animation
private BuildContext _context;
private AnimationDatabase _animationDatabase;
private PathMappings _pathMappings;
private ReadableProperty _readableProperty;
private Dictionary<GameObject, string> _selfProxies = new();
@ -45,8 +40,6 @@ namespace nadena.dev.modular_avatar.animation
_pathMappings = new PathMappings();
_pathMappings.OnActivate(context, _animationDatabase);
_readableProperty = new ReadableProperty(_context, _animationDatabase, this);
}
public void OnDeactivate(BuildContext context)
@ -85,41 +78,5 @@ namespace nadena.dev.modular_avatar.animation
return _pathMappings;
}
}
public IEnumerable<(EditorCurveBinding, string)> BoundReadableProperties => _readableProperty.BoundProperties;
// HACK: This is a temporary crutch until we rework the entire animator services system
public void AddPropertyDefinition(AnimatorControllerParameter paramDef)
{
#if MA_VRCSDK3_AVATARS
if (!_context.AvatarDescriptor) return;
var fx = (AnimatorController)
_context.AvatarDescriptor.baseAnimationLayers
.First(l => l.type == VRCAvatarDescriptor.AnimLayerType.FX)
.animatorController;
fx.parameters = fx.parameters.Concat(new[] { paramDef }).ToArray();
#endif
}
public string GetActiveSelfProxy(GameObject obj)
{
if (_selfProxies.TryGetValue(obj, out var paramName) && !string.IsNullOrEmpty(paramName)) return paramName;
var path = PathMappings.GetObjectIdentifier(obj);
paramName = _readableProperty.ForActiveSelf(path);
_selfProxies[obj] = paramName;
return paramName;
}
public bool ObjectHasAnimations(GameObject obj)
{
var path = PathMappings.GetObjectIdentifier(obj);
var clips = AnimationDatabase.ClipsForPath(path);
return clips != null && !clips.IsEmpty;
}
}
}

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@ -2,6 +2,7 @@
using System.Linq;
using nadena.dev.modular_avatar.core.editor;
using nadena.dev.ndmf;
using nadena.dev.ndmf.animator;
using UnityEditor;
using UnityEditor.Animations;
using UnityEngine;
@ -18,12 +19,11 @@ namespace nadena.dev.modular_avatar.animation
{
protected override void Execute(BuildContext context)
{
var asc = context.Extension<AnimationServicesContext>();
if (!asc.BoundReadableProperties.Any()) return;
var fx = (AnimatorController)context.AvatarDescriptor.baseAnimationLayers
.FirstOrDefault(l => l.type == VRCAvatarDescriptor.AnimLayerType.FX).animatorController;
var asc = context.Extension<AnimatorServicesContext>();
var activeProxies = context.GetState<ReadablePropertyExtension.Retained>().proxyProps;
if (activeProxies.Count == 0) return;
var fx = asc.ControllerContext[VRCAvatarDescriptor.AnimLayerType.FX];
if (fx == null) return;
var nullMotion = new AnimationClip();
@ -33,48 +33,31 @@ namespace nadena.dev.modular_avatar.animation
blendTree.blendType = BlendTreeType.Direct;
blendTree.useAutomaticThresholds = false;
blendTree.children = asc.BoundReadableProperties
.Select(prop => GenerateDelayChild(nullMotion, prop))
blendTree.children = activeProxies
.Select(prop => GenerateDelayChild(nullMotion, (prop.Key, prop.Value)))
.ToArray();
var asm = new AnimatorStateMachine();
var state = new AnimatorState();
state.name = "DelayDisable";
state.motion = blendTree;
state.writeDefaultValues = true;
var layer = fx.AddLayer(LayerPriority.Default, "DelayDisable");
var state = layer.StateMachine.AddState("DelayDisable");
layer.StateMachine.DefaultState = state;
asm.defaultState = state;
asm.states = new[]
{
new ChildAnimatorState
{
state = state,
position = Vector3.zero
}
};
fx.layers = fx.layers.Append(new AnimatorControllerLayer
{
name = "DelayDisable",
stateMachine = asm,
defaultWeight = 1,
blendingMode = AnimatorLayerBlendingMode.Override
}).ToArray();
state.WriteDefaultValues = true;
state.Motion = asc.ControllerContext.Clone(blendTree);
// Ensure the initial state of readable props matches the actual state of the gameobject
var parameters = fx.parameters;
var paramToIndex = parameters.Select((p, i) => (p, i)).ToDictionary(x => x.p.name, x => x.i);
foreach (var (binding, prop) in asc.BoundReadableProperties)
foreach (var controller in asc.ControllerContext.GetAllControllers())
{
var obj = asc.PathMappings.PathToObject(binding.path);
foreach (var (binding, prop) in activeProxies)
{
var obj = asc.ObjectPathRemapper.GetObjectForPath(binding.path);
if (obj != null && paramToIndex.TryGetValue(prop, out var index))
if (obj != null && controller.Parameters.TryGetValue(prop, out var p))
{
parameters[index].defaultFloat = obj.activeSelf ? 1 : 0;
p.defaultFloat = obj.activeSelf ? 1 : 0;
controller.Parameters = controller.Parameters.SetItem(prop, p);
}
}
}
fx.parameters = parameters;
}
private ChildMotion GenerateDelayChild(Motion nullMotion, (EditorCurveBinding, string) binding)

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@ -1,147 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using nadena.dev.ndmf;
using UnityEditor;
using UnityEditor.Animations;
using UnityEngine;
using Object = UnityEngine.Object;
namespace nadena.dev.modular_avatar.animation
{
internal class ReadableProperty
{
private readonly BuildContext _context;
private readonly AnimationDatabase _animDB;
private readonly AnimationServicesContext _asc;
private readonly Dictionary<EditorCurveBinding, string> _alreadyBound = new();
private long _nextIndex;
public ReadableProperty(BuildContext context, AnimationDatabase animDB, AnimationServicesContext asc)
{
_context = context;
_animDB = animDB;
_asc = asc;
}
public IEnumerable<(EditorCurveBinding, string)> BoundProperties =>
_alreadyBound.Select(kv => (kv.Key, kv.Value));
/// <summary>
/// Creates an animator parameter which tracks the effective value of a property on a component. This only
/// tracks FX layer properties.
/// </summary>
/// <param name="ecb"></param>
/// <returns></returns>
public string ForBinding(string path, Type componentType, string property)
{
var ecb = new EditorCurveBinding
{
path = path,
type = componentType,
propertyName = property
};
if (_alreadyBound.TryGetValue(ecb, out var reader))
{
return reader;
}
var lastComponent = path.Split("/")[^1];
var emuPropName = $"__MA/ReadableProp/{lastComponent}/{componentType}/{property}#{_nextIndex++}";
float initialValue = 0;
var gameObject = _asc.PathMappings.PathToObject(path);
Object component = componentType == typeof(GameObject)
? gameObject
: gameObject?.GetComponent(componentType);
if (component != null)
{
var so = new SerializedObject(component);
var prop = so.FindProperty(property);
if (prop != null)
switch (prop.propertyType)
{
case SerializedPropertyType.Boolean:
initialValue = prop.boolValue ? 1 : 0;
break;
case SerializedPropertyType.Float:
initialValue = prop.floatValue;
break;
case SerializedPropertyType.Integer:
initialValue = prop.intValue;
break;
default: throw new NotImplementedException($"Property type {prop.type} not supported");
}
}
_asc.AddPropertyDefinition(new AnimatorControllerParameter
{
defaultFloat = initialValue,
name = emuPropName,
type = AnimatorControllerParameterType.Float
});
BindProperty(ecb, emuPropName);
_alreadyBound[ecb] = emuPropName;
return emuPropName;
}
private void BindProperty(EditorCurveBinding ecb, string propertyName)
{
var boundProp = new EditorCurveBinding
{
path = "",
type = typeof(Animator),
propertyName = propertyName
};
foreach (var clip in _animDB.ClipsForPath(ecb.path)) ProcessAnyClip(clip);
void ProcessBlendTree(BlendTree blendTree)
{
foreach (var child in blendTree.children)
switch (child.motion)
{
case AnimationClip animationClip:
ProcessAnimationClip(animationClip);
break;
case BlendTree subBlendTree:
ProcessBlendTree(subBlendTree);
break;
}
}
void ProcessAnimationClip(AnimationClip animationClip)
{
var curve = AnimationUtility.GetEditorCurve(animationClip, ecb);
if (curve == null) return;
AnimationUtility.SetEditorCurve(animationClip, boundProp, curve);
}
void ProcessAnyClip(AnimationDatabase.ClipHolder clip)
{
switch (clip.CurrentClip)
{
case AnimationClip animationClip:
ProcessAnimationClip(animationClip);
break;
case BlendTree blendTree:
ProcessBlendTree(blendTree);
break;
}
}
}
public string ForActiveSelf(string path)
{
return ForBinding(path, typeof(GameObject), "m_IsActive");
}
}
}

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@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 1074339e2a59465ba585cb8cbbc4a88c
timeCreated: 1719195449

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@ -0,0 +1,82 @@
#nullable enable
using System;
using System.Collections.Generic;
using System.Linq;
using nadena.dev.ndmf;
using nadena.dev.ndmf.animator;
using UnityEditor;
using UnityEngine;
namespace nadena.dev.modular_avatar.animation
{
[DependsOnContext(typeof(AnimatorServicesContext))]
internal class ReadablePropertyExtension : IExtensionContext
{
// This is a temporary hack for GameObjectDelayDisablePass
public class Retained
{
public Dictionary<EditorCurveBinding, string> proxyProps = new();
}
private AnimatorServicesContext? _asc;
private Retained _retained;
private AnimatorServicesContext asc =>
_asc ?? throw new InvalidOperationException("ActiveSelfProxyExtension is not active");
private Dictionary<EditorCurveBinding, string> proxyProps => _retained.proxyProps;
private int index;
public IEnumerable<(EditorCurveBinding, string)> ActiveProxyProps =>
proxyProps.Select(kvp => (kvp.Key, kvp.Value));
public string GetActiveSelfProxy(GameObject obj)
{
var path = asc.ObjectPathRemapper.GetVirtualPathForObject(obj);
var ecb = EditorCurveBinding.FloatCurve(path, typeof(GameObject), "m_IsActive");
if (proxyProps.TryGetValue(ecb, out var prop)) return prop;
prop = $"__MA/ActiveSelfProxy/{obj.name}##{index++}";
proxyProps[ecb] = prop;
// Add prop to all animators
foreach (var animator in asc.ControllerContext.GetAllControllers())
{
animator.Parameters = animator.Parameters.SetItem(
prop,
new AnimatorControllerParameter
{
name = prop,
type = AnimatorControllerParameterType.Float,
defaultFloat = obj.activeSelf ? 1 : 0
}
);
}
return prop;
}
public void OnActivate(BuildContext context)
{
_asc = context.Extension<AnimatorServicesContext>();
_retained = context.GetState<Retained>();
}
public void OnDeactivate(BuildContext context)
{
asc.AnimationIndex.EditClipsByBinding(proxyProps.Keys, clip =>
{
foreach (var b in clip.GetFloatCurveBindings().ToList())
{
if (proxyProps.TryGetValue(b, out var proxyProp))
{
var curve = clip.GetFloatCurve(b);
clip.SetFloatCurve("", typeof(Animator), proxyProp, curve);
}
}
});
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 511cbc0373a2469192e0351e2222a203
timeCreated: 1732496091

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@ -6,6 +6,7 @@ using nadena.dev.modular_avatar.core.ArmatureAwase;
using nadena.dev.modular_avatar.core.editor.plugin;
using nadena.dev.modular_avatar.editor.ErrorReporting;
using nadena.dev.ndmf;
using nadena.dev.ndmf.animator;
using nadena.dev.ndmf.fluent;
using UnityEngine;
using Object = UnityEngine.Object;
@ -55,12 +56,22 @@ namespace nadena.dev.modular_avatar.core.editor.plugin
seq.Run(MergeAnimatorPluginPass.Instance);
seq.Run(ApplyAnimatorDefaultValuesPass.Instance);
#endif
seq.WithRequiredExtension(typeof(AnimatorServicesContext), _s2 =>
{
#if MA_VRCSDK3_AVATARS
seq.WithRequiredExtension(typeof(ReadablePropertyExtension), _s3 =>
{
seq.Run("Shape Changer", ctx => new ReactiveObjectPass(ctx).Execute())
.PreviewingWith(new ShapeChangerPreview(), new ObjectSwitcherPreview(),
new MaterialSetterPreview());
});
seq.Run(GameObjectDelayDisablePass.Instance);
#endif
});
seq.WithRequiredExtension(typeof(AnimationServicesContext), _s2 =>
{
#if MA_VRCSDK3_AVATARS
seq.Run("Shape Changer", ctx => new ReactiveObjectPass(ctx).Execute())
.PreviewingWith(new ShapeChangerPreview(), new ObjectSwitcherPreview(), new MaterialSetterPreview());
// TODO: We currently run this above MergeArmaturePlugin, because Merge Armature might destroy
// game objects which contain Menu Installers. It'd probably be better however to teach Merge Armature
// to retain those objects? maybe?
@ -78,7 +89,7 @@ namespace nadena.dev.modular_avatar.core.editor.plugin
seq.Run(ReplaceObjectPluginPass.Instance);
#if MA_VRCSDK3_AVATARS
seq.Run(BlendshapeSyncAnimationPluginPass.Instance);
seq.Run(GameObjectDelayDisablePass.Instance);
// seq.Run(GameObjectDelayDisablePass.Instance); - TODO, move back here
#endif
seq.Run(ConstraintConverterPass.Instance);
});

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@ -31,7 +31,7 @@ namespace nadena.dev.modular_avatar.core.editor
{
if (_asc != null)
{
return _asc.GetActiveSelfProxy(obj);
return _rpe.GetActiveSelfProxy(obj);
}
else
{

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@ -4,6 +4,7 @@ using System.Collections.Immutable;
using System.Linq;
using nadena.dev.modular_avatar.animation;
using nadena.dev.modular_avatar.core.editor.Simulator;
using nadena.dev.ndmf.animator;
using nadena.dev.ndmf.preview;
using UnityEngine;
@ -17,7 +18,9 @@ namespace nadena.dev.modular_avatar.core.editor
{
private readonly ComputeContext _computeContext;
private readonly ndmf.BuildContext _context;
private readonly AnimationServicesContext _asc;
private readonly AnimatorServicesContext _asc;
private readonly ReadablePropertyExtension _rpe;
private Dictionary<string, float> _simulationInitialStates;
public const string BlendshapePrefix = "blendShape.";
@ -34,7 +37,8 @@ namespace nadena.dev.modular_avatar.core.editor
{
_computeContext = ComputeContext.NullContext;
_context = context;
_asc = context.Extension<AnimationServicesContext>();
_asc = context.Extension<AnimatorServicesContext>();
_rpe = context.Extension<ReadablePropertyExtension>();
_simulationInitialStates = null;
}
@ -145,7 +149,7 @@ namespace nadena.dev.modular_avatar.core.editor
/// <param name="shapes"></param>
private void AnalyzeConstants(Dictionary<TargetProp, AnimatedProperty> shapes)
{
var asc = _context?.Extension<AnimationServicesContext>();
var asc = _context?.Extension<AnimatorServicesContext>();
HashSet<GameObject> toggledObjects = new();
if (asc == null) return;
@ -160,7 +164,10 @@ namespace nadena.dev.modular_avatar.core.editor
{
foreach (var condition in actionGroup.ControllingConditions)
if (condition.ReferenceObject != null && !toggledObjects.Contains(condition.ReferenceObject))
condition.IsConstant = asc.AnimationDatabase.ClipsForPath(asc.PathMappings.GetObjectIdentifier(condition.ReferenceObject)).IsEmpty;
condition.IsConstant = !asc.AnimationIndex.GetClipsForObjectPath(
asc.ObjectPathRemapper.GetVirtualPathForObject(condition.ReferenceObject) ??
"___NONEXISTENT___"
).Any();
// Remove redundant active conditions.
actionGroup.ControllingConditions.RemoveAll(c => c.IsConstant && c.InitiallyActive);
@ -187,7 +194,7 @@ namespace nadena.dev.modular_avatar.core.editor
/// <param name="groups"></param>
private void ResolveToggleInitialStates(Dictionary<TargetProp, AnimatedProperty> groups)
{
var asc = _context?.Extension<AnimationServicesContext>();
var asc = _context?.Extension<AnimatorServicesContext>();
Dictionary<string, float> propStates = new();
Dictionary<string, float> nextPropStates = new();

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@ -5,6 +5,7 @@ using System;
using System.Collections.Generic;
using System.Linq;
using nadena.dev.modular_avatar.animation;
using nadena.dev.ndmf.animator;
using UnityEditor;
using UnityEditor.Animations;
using UnityEngine;
@ -24,7 +25,7 @@ namespace nadena.dev.modular_avatar.core.editor
// Properties that are being driven, either by foreign animations or Object Toggles
private HashSet<string> activeProps = new();
private AnimationClip _initialStateClip;
private VirtualClip _initialStateClip;
private bool _writeDefaults;
public ReactiveObjectPass(ndmf.BuildContext context)
@ -60,7 +61,7 @@ namespace nadena.dev.modular_avatar.core.editor
private void GenerateActiveSelfProxies(Dictionary<TargetProp, AnimatedProperty> shapes)
{
var asc = context.Extension<AnimationServicesContext>();
var rpe = context.Extension<ReadablePropertyExtension>();
foreach (var prop in shapes.Keys)
{
@ -68,7 +69,7 @@ namespace nadena.dev.modular_avatar.core.editor
{
// Ensure a proxy exists for each object we're going to be toggling.
// TODO: is this still needed?
asc.GetActiveSelfProxy(go);
rpe.GetActiveSelfProxy(go);
}
}
}
@ -91,19 +92,19 @@ namespace nadena.dev.modular_avatar.core.editor
private void ProcessInitialStates(Dictionary<TargetProp, object> initialStates,
Dictionary<TargetProp, AnimatedProperty> shapes)
{
var asc = context.Extension<AnimationServicesContext>();
var asc = context.Extension<AnimatorServicesContext>();
var rpe = context.Extension<ReadablePropertyExtension>();
// We need to track _two_ initial states: the initial state we'll apply at build time (which applies
// when animations are disabled) and the animation base state. Confusingly, the animation base state
// should be the state that is currently applied to the object...
var clips = context.Extension<AnimationServicesContext>().AnimationDatabase;
var initialStateHolder = clips.ClipsForPath(ReactiveObjectPrepass.TAG_PATH).FirstOrDefault();
if (initialStateHolder == null) return;
var clips = asc.AnimationIndex;
_initialStateClip = clips.GetClipsForObjectPath(ReactiveObjectPrepass.TAG_PATH).FirstOrDefault();
_initialStateClip = new AnimationClip();
_initialStateClip.name = "Reactive Component Defaults";
initialStateHolder.CurrentClip = _initialStateClip;
if (_initialStateClip == null) return;
_initialStateClip.Name = "Reactive Component Defaults";
foreach (var (key, initialState) in initialStates)
{
@ -186,17 +187,17 @@ namespace nadena.dev.modular_avatar.core.editor
curve.AddKey(0, f);
curve.AddKey(1, f);
AnimationUtility.SetEditorCurve(_initialStateClip, binding, curve);
_initialStateClip.SetFloatCurve(binding, curve);
if (componentType == typeof(GameObject) && key.PropertyName == "m_IsActive")
{
binding = EditorCurveBinding.FloatCurve(
"",
typeof(Animator),
asc.GetActiveSelfProxy((GameObject)key.TargetObject)
rpe.GetActiveSelfProxy((GameObject)key.TargetObject)
);
AnimationUtility.SetEditorCurve(_initialStateClip, binding, curve);
_initialStateClip.SetFloatCurve(binding, curve);
}
}
else if (animBaseState is Object obj)
@ -207,7 +208,7 @@ namespace nadena.dev.modular_avatar.core.editor
key.PropertyName
);
AnimationUtility.SetObjectReferenceCurve(_initialStateClip, binding, new []
_initialStateClip.SetObjectCurve(binding, new[]
{
new ObjectReferenceKeyframe()
{
@ -299,7 +300,7 @@ namespace nadena.dev.modular_avatar.core.editor
private AnimatorStateMachine GenerateStateMachine(AnimatedProperty info)
{
var asc = context.Extension<AnimationServicesContext>();
var asc = context.Extension<AnimatorServicesContext>();
var asm = new AnimatorStateMachine();
// Workaround for the warning: "'.' is not allowed in State name"
@ -326,7 +327,6 @@ namespace nadena.dev.modular_avatar.core.editor
position = new Vector3(x, y),
state = initialState
});
asc.AnimationDatabase.RegisterState(states[^1].state);
var lastConstant = info.actionGroups.FindLastIndex(agk => agk.IsConstant);
var transitionBuffer = new List<(AnimatorState, List<AnimatorStateTransition>)>();
@ -350,7 +350,7 @@ namespace nadena.dev.modular_avatar.core.editor
clip.name = "Property Overlay controlled by " + group.ControllingConditions[0].DebugName + " " +
group.Value;
var conditions = GetTransitionConditions(asc, group);
var conditions = GetTransitionConditions(group);
foreach (var (st, transitions) in transitionBuffer)
{
@ -394,7 +394,6 @@ namespace nadena.dev.modular_avatar.core.editor
position = new Vector3(x, y),
state = state
});
asc.AnimationDatabase.RegisterState(states[^1].state);
var transitionList = new List<AnimatorStateTransition>();
transitionBuffer.Add((state, transitionList));
@ -466,7 +465,7 @@ namespace nadena.dev.modular_avatar.core.editor
};
}
private AnimatorCondition[] GetTransitionConditions(AnimationServicesContext asc, ReactionRule group)
private AnimatorCondition[] GetTransitionConditions(ReactionRule group)
{
var conditions = new List<AnimatorCondition>();
@ -552,8 +551,8 @@ namespace nadena.dev.modular_avatar.core.editor
if (key.TargetObject is GameObject targetObject && key.PropertyName == "m_IsActive")
{
var asc = context.Extension<AnimationServicesContext>();
var propName = asc.GetActiveSelfProxy(targetObject);
var rpe = context.Extension<ReadablePropertyExtension>();
var propName = rpe.GetActiveSelfProxy(targetObject);
binding = EditorCurveBinding.FloatCurve("", typeof(Animator), propName);
AnimationUtility.SetEditorCurve(clip, binding, curve);
}
@ -564,47 +563,29 @@ namespace nadena.dev.modular_avatar.core.editor
private void ApplyController(AnimatorStateMachine asm, string layerName)
{
var fx = FindFxController();
var asc = context.Extension<AnimatorServicesContext>();
var fx = asc.ControllerContext[
VRCAvatarDescriptor.AnimLayerType.FX
];
if (fx.animatorController == null)
if (fx == null)
{
throw new InvalidOperationException("No FX layer found");
}
if (!context.IsTemporaryAsset(fx.animatorController))
foreach (var paramName in initialValues.Keys.Except(fx.Parameters.Keys))
{
throw new InvalidOperationException("FX layer is not a temporary asset");
}
if (!(fx.animatorController is AnimatorController animController))
{
throw new InvalidOperationException("FX layer is not an animator controller");
}
var paramList = animController.parameters.ToList();
var paramSet = paramList.Select(p => p.name).ToHashSet();
foreach (var paramName in initialValues.Keys.Except(paramSet))
{
paramList.Add(new AnimatorControllerParameter()
var parameter = new AnimatorControllerParameter
{
name = paramName,
type = AnimatorControllerParameterType.Float,
defaultFloat = initialValues[paramName], // TODO
});
paramSet.Add(paramName);
};
fx.Parameters = fx.Parameters.SetItem(paramName, parameter);
}
animController.parameters = paramList.ToArray();
animController.layers = animController.layers.Append(
new AnimatorControllerLayer
{
stateMachine = asm,
name = "RC " + layerName,
defaultWeight = 1
}
).ToArray();
fx.AddLayer(LayerPriority.Default, "RC " + layerName).StateMachine =
asc.ControllerContext.Clone(asm);
}
private VRCAvatarDescriptor.CustomAnimLayer FindFxController()