fix: direct blend parameters not being remapped (#246)

Closes: #245
This commit is contained in:
bd_ 2023-03-25 15:29:00 +09:00 committed by GitHub
parent 9ab530f8fb
commit 72f0154cb4
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13 changed files with 633 additions and 9 deletions

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@ -22,7 +22,7 @@ namespace modular_avatar_tests.AnimateAddedBones
var layerName = "merged";
var motion = findFxMotion(prefab, layerName);
var motion = findFxClip(prefab, layerName);
var cubeObject = prefab.transform.Find("Armature/Hips").GetChild(0).gameObject;
Assert.True(cubeObject.name.StartsWith("Cube$"));

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@ -0,0 +1,28 @@
using nadena.dev.modular_avatar.core.editor;
using NUnit.Framework;
using UnityEditor;
using UnityEditor.Animations;
using UnityEngine;
namespace modular_avatar_tests.DirectBlendTreeParameters
{
public class DirectBlendTreeParameters : TestBase
{
[Test]
public void RemapsDirectBlendTreeParameters()
{
var prefab = CreatePrefab("DirectBlendTreeParameters.prefab");
AvatarProcessor.ProcessAvatar(prefab);
var layerName = "merged";
var motion = findFxMotion(prefab, layerName);
var blendTree = motion as BlendTree;
Assert.NotNull(blendTree);
var children = blendTree.children;
Assert.AreEqual(children[0].directBlendParameter, "A"); //not remapped
Assert.AreEqual(children[1].directBlendParameter, "C"); //remapped
}
}
}

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MouthOpenBlendShapeName: Facial_Blends.Jaw_Down
VisemeBlendShapes: []
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excitement: 0.5
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@ -17,7 +17,7 @@ namespace modular_avatar_tests.SimpleArmatureToggle
AvatarProcessor.ProcessAvatar(prefab);
var layerName = "merged";
var motion = findFxMotion(prefab, layerName);
var motion = findFxClip(prefab, layerName);
var obj1 = prefab.transform.Find("Armature/Hips").GetChild(1);
var obj2 = prefab.transform.Find("Armature/Hips/Chest").GetChild(0);

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@ -62,15 +62,20 @@ namespace modular_avatar_tests
}
protected static AnimationClip findFxMotion(GameObject prefab, string layerName)
protected static AnimationClip findFxClip(GameObject prefab, string layerName)
{
var motion = findFxMotion(prefab, layerName) as AnimationClip;
Assert.NotNull(motion);
return motion;
}
protected static Motion findFxMotion(GameObject prefab, string layerName)
{
var layer = findFxLayer(prefab, layerName);
var state = layer.stateMachine.states[0].state;
Assert.NotNull(state);
var motion = state.motion as AnimationClip;
Assert.NotNull(motion);
return motion;
return state.motion;
}
protected static AnimatorState FindStateInLayer(AnimatorControllerLayer layer, string stateName)

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@ -17,7 +17,7 @@ namespace modular_avatar_tests.TransformMappingThroughSwitchedObject
var prefab = CreatePrefab("TransformMappingThroughSwitchedObject.prefab");
AvatarProcessor.ProcessAvatar(prefab);
var motion = findFxMotion(prefab, "child_controller");
var motion = findFxClip(prefab, "child_controller");
var binding = EditorCurveBinding.FloatCurve("Armature/Hips", typeof(Transform), "localEulerAnglesRaw.x");
var curve = AnimationUtility.GetEditorCurve(motion, binding);

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@ -327,13 +327,20 @@ namespace nadena.dev.modular_avatar.core.editor
blendTree.blendParameter = remap(remaps, blendTree.blendParameter);
blendTree.blendParameterY = remap(remaps, blendTree.blendParameterY);
foreach (var childMotion in blendTree.children)
var children = blendTree.children;
for (int i = 0; i < children.Length; i++)
{
var childMotion = children[i];
if (childMotion.motion is BlendTree subTree)
{
ProcessBlendtree(subTree, remaps);
}
childMotion.directBlendParameter = remap(remaps, childMotion.directBlendParameter);
children[i] = childMotion;
}
blendTree.children = children;
}
private void ProcessDriver(VRCAvatarParameterDriver driver, ImmutableDictionary<string, string> remaps)