fix: Merge Animator should not adjust WD in single state or additive layers (#1483)

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bd_ 2025-03-10 21:09:27 -07:00 committed by GitHub
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commit fa004b2db5
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18 changed files with 1421 additions and 3 deletions

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@ -14,6 +14,8 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
### Fixed
### Changed
- [#1483] Merge Animator の 「アバターの Write Defaults 設定に合わせる」設定では、Additiveなレイヤー、および単一Stateかつ遷移のないレイヤー
 に対してはWrite Defaultsを調整しないように変更。
### Removed

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@ -14,6 +14,8 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
### Fixed
### Changed
- [#1483] The Merge Animator "Match Avatar Write Defaults" option will no longer adjust write defaults on states in
additive layers, or layers with only one state and no transitions.
### Removed

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@ -18,6 +18,8 @@ Modular Avatarの主な変更点をこのファイルで記録しています。
### Changed
- [#1476] ModularAvatarMergeAnimator と ModularAvatarMergeParameter を新しい NDMF API (`IVirtualizeMotion``IVirtualizeAnimatorController`) を使用するように変更
- [#1483] Merge Animator の 「アバターの Write Defaults 設定に合わせる」設定では、Additiveなレイヤー、および単一Stateかつ遷移のないレイヤー
 に対してはWrite Defaultsを調整しないように変更。
### Removed

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@ -20,7 +20,9 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
"animator only"
### Changed
- [#1476] Switch ModularAvatarMergeAnimator and ModularAvatarMergeParameter to use new NDMF APIs (`IVirtualizeMotion` and `IVirtualizeAnimatorController`)
- [#1476] Switch ModularAvatarMergeAnimator and ModularAvatarMergeParameter to use new NDMF APIs (`IVirtualizeMotion` and `IVirtualizeAnimatorController`)
- [#1483] The Merge Animator "Match Avatar Write Defaults" option will no longer adjust write defaults on states in
additive layers, or layers with only one state and no transitions.
### Removed

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@ -24,11 +24,13 @@
#if MA_VRCSDK3_AVATARS
using System;
using System.Collections.Generic;
using System.Linq;
using nadena.dev.modular_avatar.editor.ErrorReporting;
using nadena.dev.ndmf.animator;
using UnityEditor;
using UnityEditor.Animations;
using UnityEngine;
using VRC.SDK3.Avatars.Components;
using Object = UnityEngine.Object;
@ -144,9 +146,9 @@ namespace nadena.dev.modular_avatar.core.editor
foreach (var l in clonedController.Layers)
{
if (initialWriteDefaults != null)
if (initialWriteDefaults != null && !IsWriteDefaultsSafeLayer(l))
{
foreach (var s in l.StateMachine.AllStates())
foreach (var s in l.StateMachine?.AllStates() ?? Array.Empty<VirtualState>())
{
s.WriteDefaultValues = initialWriteDefaults.Value;
}
@ -190,6 +192,16 @@ namespace nadena.dev.modular_avatar.core.editor
Object.DestroyImmediate(merge);
}
private bool IsWriteDefaultsSafeLayer(VirtualLayer virtualLayer)
{
if (virtualLayer.BlendingMode == AnimatorLayerBlendingMode.Additive) return true;
var sm = virtualLayer.StateMachine;
if (sm.StateMachines.Count != 0) return false;
return sm.States.Count == 1 && sm.AnyStateTransitions.Count == 0 &&
sm.DefaultState.Transitions.Count == 0;
}
}
}

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using modular_avatar_tests;
using nadena.dev.modular_avatar.core;
using nadena.dev.modular_avatar.core.editor;
using nadena.dev.ndmf.animator;
using NUnit.Framework;
using UnityEditor.Animations;
namespace UnitTests.MergeAnimatorTests.WriteDefaults
{
public class WriteDefaultsMergeTests : TestBase
{
[Test]
public void TestWriteDefaultsMerge(
[Values("WD_OFF", "WD_ON", "Ambiguous")] string scenario,
[Values(true, false)] bool mergeSetMode
)
{
bool? wdMode;
switch (scenario)
{
case "WD_OFF": wdMode = false; break;
case "WD_ON": wdMode = true; break;
default: wdMode = null; break;
}
var root = CreateRoot(scenario);
var m1 = CreateChild(root, "m1").AddComponent<ModularAvatarMergeAnimator>();
var m2 = CreateChild(root, "m2").AddComponent<ModularAvatarMergeAnimator>();
m1.animator = LoadAsset<AnimatorController>(scenario + ".controller");
m1.mergeAnimatorMode = MergeAnimatorMode.Replace;
m2.animator = LoadAsset<AnimatorController>("TestSet_" + mergeSetMode + ".controller");
AvatarProcessor.ProcessAvatar(root);
var fx = FindFxController(root);
var cloneContext = new CloneContext(GenericPlatformAnimatorBindings.Instance);
var vfx = cloneContext.Clone(fx.animatorController);
foreach (var layer in vfx.Layers)
{
bool expectedState;
switch (layer.Name[0])
{
case 'M': expectedState = wdMode ?? mergeSetMode; break;
case 'X': expectedState = mergeSetMode; break;
default: continue;
}
foreach (var node in layer.AllReachableNodes())
{
if (node is VirtualState vs)
{
Assert.AreEqual(expectedState, vs.WriteDefaultValues, "Layer " + layer.Name + " state " + vs.Name);
}
}
}
}
}
}

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