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Commit 2a86c0f8 authored by Jenny's avatar Jenny
Browse files

deleted rigify cos thats for blender and prepped animation stuff

preparing for a new model for animation - new avatar cos i can just replace the old one i think in unity
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Rigify to Unity
Rigify is a Blender Addon that allows users to create animator friendly rigs with nearly no extra effort. It greatly simplifies the animation process!
This package removes all unneeded parts of models made with Rigify. Artists only need to deal with the necessary bones and meshes in Unity, while having the full power of Rigify in Blender.
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Rigify to Unity Release Notes
Version 1.2.1
- Minor updates
Version 1.2
- Minor code cleaning
Version 1.1
- Example models
Version 1.0
- Automatic model hierarchy minimization
- Configuration window
- Documentation
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//
// Author:
// Andreas Suter (andy@edelweissinteractive.com)
//
// Copyright (C) 2011-2012 Edelweiss Interactive (http://edelweissinteractive.com)
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
public class RigifyToUnity : AssetPostprocessor {
private void OnPostprocessModel (GameObject a_GameObject) {
if (a_GameObject.name.ToLower ().Contains (RigifyToUnityPrefs.NameFilter.ToLower ())) {
// Needed game objects.
HashSet <GameObject> l_NeededGameObjects = new HashSet <GameObject> ();
l_NeededGameObjects.Add (a_GameObject);
// All meshes are needed, except for the ones that are used as bone shapes in Blender.
foreach (MeshRenderer l_MeshRenderer in a_GameObject.GetComponentsInChildren <MeshRenderer> ()) {
if (!l_MeshRenderer.name.ToLower ().StartsWith (RigifyToUnityPrefs.BoneShapePrefix.ToLower ())) {
l_NeededGameObjects.Add (l_MeshRenderer.gameObject);
} else {
// Game object is going to be deleted later. But we already destroy the mesh.
MeshFilter l_MeshFilter = l_MeshRenderer.GetComponent <MeshFilter> ();
if (l_MeshFilter != null && l_MeshFilter.sharedMesh != null) {
Object.DestroyImmediate (l_MeshFilter.sharedMesh, true);
}
}
}
// All skinned meshes are needed.
foreach (SkinnedMeshRenderer l_SkinnedMeshRenderer in a_GameObject.GetComponentsInChildren <SkinnedMeshRenderer> ()) {
l_NeededGameObjects.Add (l_SkinnedMeshRenderer.gameObject);
foreach (Transform l_BoneTransform in l_SkinnedMeshRenderer.bones) {
l_NeededGameObjects.Add (l_BoneTransform.gameObject);
}
}
// All game objects that contain 'ExceptionBones' in the name are needed.
foreach (Transform l_Transform in a_GameObject.GetComponentsInChildren <Transform> ()) {
if (l_Transform.name.ToLower ().Contains (RigifyToUnityPrefs.ExceptionBones)) {
l_NeededGameObjects.Add (l_Transform.gameObject);
}
}
// All parents of the needed game objects can not be deleted.
List <GameObject> l_NeededGameObjectsWithoutParents = new List <GameObject> (l_NeededGameObjects);
foreach (GameObject l_NeededObject in l_NeededGameObjectsWithoutParents) {
Transform l_Transform = l_NeededObject.transform;
while (l_Transform.parent != null) {
l_Transform = l_Transform.parent;
l_NeededGameObjects.Add (l_Transform.gameObject);
}
}
// Not needed game objects.
HashSet <GameObject> l_NotNeededGameObjects = new HashSet <GameObject> ();
foreach (Transform l_Transform in a_GameObject.GetComponentsInChildren <Transform> ()) {
l_NotNeededGameObjects.Add (l_Transform.gameObject);
}
l_NotNeededGameObjects.ExceptWith (l_NeededGameObjects);
// Delete not needed game objects as long as the set is not empty.
while (l_NotNeededGameObjects.Count != 0) {
List <GameObject> l_NotNeededGameObjectsForLoop = new List <GameObject> (l_NotNeededGameObjects);
foreach (GameObject l_NotNeededGameObject in l_NotNeededGameObjectsForLoop) {
if (l_NotNeededGameObject.transform.childCount == 0) {
l_NotNeededGameObjects.Remove (l_NotNeededGameObject);
Object.DestroyImmediate (l_NotNeededGameObject, true);
}
}
}
}
}
}
fileFormatVersion: 2
guid: 0eae426701002754a9856c3fe8c66c5f
labels:
- Rigify
- Blender
- Rig
- Rigging
- IK
- FK
- Inverse
- Forward
- Kinematics
- Animating
- Import
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//
// Author:
// Andreas Suter (andy@edelweissinteractive.com)
//
// Copyright (C) 2011-2012 Edelweiss Interactive (http://edelweissinteractive.com)
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
using UnityEngine;
using UnityEditor;
using System.Collections;
public class RigifyToUnityImportPreferencesWindow : EditorWindow {
private const string c_WindowTitle = "Rigify to Unity";
private GUIContent m_NameFilterLabel;
private GUIContent m_BoneShapePrefixLabel;
private GUIContent m_ExceptionBonesLabel;
private void OnEnable () {
m_NameFilterLabel = new GUIContent ("Name Filter", "Models with names that contain '" + RigifyToUnityPrefs.NameFilter + "', will go through the Rigify to Unity post processor. The name filter is not case sensitive.");
m_BoneShapePrefixLabel = new GUIContent ("Shape Prefix", "Rigify automatically generates bone shape meshes in Blender that are imported to Unity. The game objects containing those meshes have the prefix '" + RigifyToUnityPrefs.BoneShapePrefix + "'. All those meshes are destroyed and the corresponding game objects as well, if possible. The shape prefix search is not case sensitive.");
m_ExceptionBonesLabel = new GUIContent ("Exception Bones", "Bones with names that contain '" + RigifyToUnityPrefs.ExceptionBones + "', will not be deleted, even if they are not needed by any skinned mesh. The exception bones search is not case sensitive.");
}
private void OnGUI () {
this.title = c_WindowTitle;
GUILayout.Label ("Model Name Filter", EditorStyles.boldLabel);
RigifyToUnityPrefs.NameFilter = EditorGUILayout.TextField (m_NameFilterLabel, RigifyToUnityPrefs.NameFilter);
EditorGUILayout.Space ();
GUILayout.Label ("Bone Shape Prefix", EditorStyles.boldLabel);
RigifyToUnityPrefs.BoneShapePrefix = EditorGUILayout.TextField (m_BoneShapePrefixLabel, RigifyToUnityPrefs.BoneShapePrefix);
EditorGUILayout.Space ();
GUILayout.Label ("Special Bones", EditorStyles.boldLabel);
RigifyToUnityPrefs.ExceptionBones = EditorGUILayout.TextField (m_ExceptionBonesLabel, RigifyToUnityPrefs.ExceptionBones);
EditorGUILayout.Space ();