fix: transform lookthrough logic was broken and could result in deleted curves (#1558)

Closes: #1550
This commit is contained in:
bd_ 2025-04-13 18:28:56 -07:00
parent 9c86d7ded7
commit a4b67a1cff
15 changed files with 961 additions and 7 deletions

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@ -10,6 +10,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
### Added
### Fixed
- [#1558] Merge AnimatorでベースアバターのArmature内のTransformをアニメーションさせると壊れる問題を修正
### Changed

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@ -10,6 +10,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
### Added
### Fixed
- [#1558] Fixed an issue where Merge Animators animating transforms in the base avatar's armature would break.
### Changed

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@ -15,6 +15,7 @@ Modular Avatarの主な変更点をこのファイルで記録しています。
コンポーネントとマージされた場合、指定されたオブジェクトが存在しないことを検出し、参照を絶対パスとして扱うように修正
- 対象のパスにオブジェクトがある場合は、相対パスとして扱われます。安定性向上のためMerge Animatorコンポーネントと同じ
 指定方法を使用することをお勧めします。
- [#1558] Merge AnimatorでベースアバターのArmature内のTransformをアニメーションさせると壊れる問題を修正
### Changed

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@ -19,6 +19,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Note that if there is an object in the target path, then it will be treated as a relative path. Using
addressing for Play Audio behaviors consistent with Merge Animator settings is therefore recommended as it will be
more robust.
- [#1558] Fixed an issue where Merge Animators animating transforms in the base avatar's armature would break.
### Changed

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@ -164,9 +164,12 @@ namespace nadena.dev.modular_avatar.core.editor
{
var newPath = GetReplacementPath(binding.path);
var newBinding = EditorCurveBinding.FloatCurve(newPath, binding.type, binding.propertyName);
clip.SetFloatCurve(newBinding, clip.GetFloatCurve(binding));
clip.SetFloatCurve(binding, null);
if (newPath != binding.path)
{
var newBinding = EditorCurveBinding.FloatCurve(newPath, binding.type, binding.propertyName);
clip.SetFloatCurve(newBinding, clip.GetFloatCurve(binding));
clip.SetFloatCurve(binding, null);
}
}
}
}

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@ -22,13 +22,14 @@
* SOFTWARE.
*/
using System;
using System.Collections.Generic;
using System.Linq;
using JetBrains.Annotations;
using nadena.dev.modular_avatar.animation;
using nadena.dev.modular_avatar.editor.ErrorReporting;
using nadena.dev.ndmf.animator;
using UnityEngine;
using Object = UnityEngine.Object;
namespace nadena.dev.modular_avatar.core.editor
{
@ -158,7 +159,7 @@ namespace nadena.dev.modular_avatar.core.editor
// Remap any animation clips that reference this bone into its parent
_pathRemapper.ReplaceObject(sourceBone.gameObject, sourceBone.transform.parent.gameObject);
UnityEngine.Object.DestroyImmediate(sourceBone.gameObject);
Object.DestroyImmediate(sourceBone.gameObject);
}
}
}
@ -185,7 +186,7 @@ namespace nadena.dev.modular_avatar.core.editor
public Mesh Retarget()
{
var avatarTransform = RuntimeUtil.FindAvatarTransformInParents(renderer.transform);
if (avatarTransform == null) throw new System.Exception("Could not find avatar in parents of " + renderer.name);
if (avatarTransform == null) throw new Exception("Could not find avatar in parents of " + renderer.name);
var avPos = avatarTransform.position;
var avRot = avatarTransform.rotation;

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@ -1,5 +1,8 @@
#if MA_VRCSDK3_AVATARS
using System;
using System.Collections.Generic;
using System.Linq;
using modular_avatar_tests;
using nadena.dev.modular_avatar.animation;
using nadena.dev.modular_avatar.core;
@ -7,9 +10,11 @@ using nadena.dev.modular_avatar.core.editor;
using nadena.dev.ndmf;
using nadena.dev.ndmf.animator;
using NUnit.Framework;
using UnityEditor;
using UnityEditor.Animations;
using UnityEngine;
using VRC.SDK3.Avatars.Components;
using AvatarProcessor = nadena.dev.ndmf.AvatarProcessor;
using BuildContext = nadena.dev.ndmf.BuildContext;
namespace UnitTests.MergeAnimatorTests

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@ -1,4 +1,5 @@
using System.Linq;
using System.Collections.Generic;
using System.Linq;
using modular_avatar_tests;
using nadena.dev.modular_avatar.core.editor;
using NUnit.Framework;
@ -7,6 +8,8 @@ using UnityEngine;
using ModularAvatarMergeArmature = nadena.dev.modular_avatar.core.ModularAvatarMergeArmature;
#if MA_VRCSDK3_AVATARS
using System;
using nadena.dev.modular_avatar.core;
using VRC.SDK3.Avatars.Components;
using VRC.SDK3.Dynamics.PhysBone.Components;
#endif
@ -100,6 +103,36 @@ public class MergeArmatureTests : TestBase
}
}
[Test]
public void RetainsTransformLookthroughTest()
{
var root = CreatePrefab("TransformLookthrough/RetainsTransformLookthroughCurves.prefab");
AvatarProcessor.ProcessAvatar(root);
var testLayer = findFxLayer(root, "test");
var motion = (AnimationClip)testLayer.stateMachine.defaultState.motion;
var subArmature = root.transform.GetChild(0).GetChild(0).GetChild(0);
var armaturePath = RuntimeUtil.AvatarRootPath(subArmature.gameObject);
var hipsPath = "Armature/Hips";
var curves = AnimationUtility.GetCurveBindings(motion)
.Select(ecb => (ecb.path, ecb.type, ecb.propertyName))
.ToHashSet();
var expectedCurves = new HashSet<(string, Type, string)>()
{
(armaturePath, typeof(GameObject), "m_IsActive"),
(hipsPath, typeof(Transform), "m_LocalScale.x"),
(hipsPath, typeof(Transform), "m_LocalScale.y"),
(hipsPath, typeof(Transform), "m_LocalScale.z"),
// It's not clear if we should be animating the root Armature object here, but this matches the pre-1.12
// behavior and is therefore probably best from a compatibility perspective
("Armature", typeof(GameObject), "m_IsActive")
};
Assert.That(expectedCurves, Is.EquivalentTo(curves));
}
#endif
private static GameObject LoadShapell()

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