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synced 2026-05-13 14:04:29 -05:00
FkRetarget の初期実装。vrm-1.0 で 正規化をやめるので、従来の正規化済みTPoseに対する localRotation を変換して適用する機能です
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@ -56,6 +56,7 @@ namespace UniVRM10
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public static Vrm10BoneWithAxis Build(UniHumanoid.Humanoid humanoid, Dictionary<HumanBodyBones, Vrm10BoneWithAxis> boneMap)
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{
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var hips = new Vrm10BoneWithAxis(humanoid.Hips, Quaternion.identity, HumanBodyBones.Hips);
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boneMap.Add(HumanBodyBones.Hips, hips);
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foreach (Transform child in humanoid.Hips)
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{
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@ -93,12 +94,7 @@ namespace UniVRM10
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/// </summary>
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public void ApplyRecursive(Quaternion worldParentRotation)
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{
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// var pose = InitialLocalRotation * Normalized.localRotation * Quaternion.Inverse(InitialLocalRotation);
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// var pose = Quaternion.Inverse(InitialLocalRotation) * Normalized.localRotation * InitialLocalRotation;
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Target.localRotation = InitialLocalRotation * Quaternion.Inverse(ToLocal) * Normalized.localRotation * ToLocal;
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// Target.localRotation = InitialLocalRotation * Normalized.localRotation; // * Quaternion.Inverse(InitialLocalRotation);
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// Target.localRotation = InitialLocalRotation;
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foreach (var child in Children)
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{
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child.ApplyRecursive(Normalized.rotation);
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@ -9,12 +9,13 @@ namespace UniVRM10
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Dictionary<HumanBodyBones, Vrm10BoneWithAxis> m_boneMap = new Dictionary<HumanBodyBones, Vrm10BoneWithAxis>();
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Vector3 m_initialHipsPosition;
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public readonly float InitialHipsHeight;
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public Vrm10FkRetarget(UniHumanoid.Humanoid humanoid)
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{
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m_root = Vrm10BoneWithAxis.Build(humanoid, m_boneMap);
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m_initialHipsPosition = m_root.Target.position;
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InitialHipsHeight = m_root.Target.position.y;
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Debug.Log($"InitialHipsHeight: {InitialHipsHeight}");
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}
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public void Apply()
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@ -107,16 +107,15 @@ namespace UniVRM10
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gaze.SetParent(m_head);
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gaze.localPosition = Vector3.forward;
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}
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switch (m_lookat.LookAtType)
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// bone が無いときのエラー防止。マイグレーション失敗?
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if (m_lookat.LookAtType == LookAtType.bone && m_leftEye != null && m_rightEye != null)
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{
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case LookAtType.bone:
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_eyeDirectionApplicable = new LookAtEyeDirectionApplicableToBone(m_leftEye, m_rightEye, m_lookat.HorizontalOuter, m_lookat.HorizontalInner, m_lookat.VerticalDown, m_lookat.VerticalUp);
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break;
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case LookAtType.expression:
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_eyeDirectionApplicable = new LookAtEyeDirectionApplicableToExpression(m_lookat.HorizontalOuter, m_lookat.HorizontalInner, m_lookat.VerticalDown, m_lookat.VerticalUp);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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_eyeDirectionApplicable = new LookAtEyeDirectionApplicableToBone(m_leftEye, m_rightEye, m_lookat.HorizontalOuter, m_lookat.HorizontalInner, m_lookat.VerticalDown, m_lookat.VerticalUp);
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}
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else
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{
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_eyeDirectionApplicable = new LookAtEyeDirectionApplicableToExpression(m_lookat.HorizontalOuter, m_lookat.HorizontalInner, m_lookat.VerticalDown, m_lookat.VerticalUp);
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}
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}
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@ -39,7 +39,7 @@ namespace UniVRM10.VRM10Viewer
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[Header("Runtime")]
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[SerializeField]
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HumanPoseTransfer m_src = default;
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Animator m_src = default;
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[SerializeField]
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GameObject m_target = default;
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@ -200,7 +200,7 @@ namespace UniVRM10.VRM10Viewer
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var texts = GameObject.FindObjectsOfType<Text>();
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m_version = texts.First(x => x.name == "Version");
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m_src = GameObject.FindObjectOfType<HumanPoseTransfer>();
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m_src = GameObject.FindObjectOfType<Animator>();
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m_target = GameObject.FindObjectOfType<VRM10TargetMover>().gameObject;
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}
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@ -208,7 +208,7 @@ namespace UniVRM10.VRM10Viewer
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class Loaded : IDisposable
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{
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RuntimeGltfInstance m_instance;
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HumanPoseTransfer m_pose;
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bool m_useBvh;
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Vrm10Instance m_controller;
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VRM10AIUEO m_lipSync;
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@ -256,7 +256,7 @@ namespace UniVRM10.VRM10Viewer
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}
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}
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public Loaded(RuntimeGltfInstance instance, HumanPoseTransfer src, Transform lookAtTarget)
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public Loaded(RuntimeGltfInstance instance, Transform lookAtTarget)
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{
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m_instance = instance;
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@ -266,10 +266,6 @@ namespace UniVRM10.VRM10Viewer
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// VRM
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m_controller.UpdateType = Vrm10Instance.UpdateTypes.LateUpdate; // after HumanPoseTransfer's setPose
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{
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m_pose = instance.gameObject.AddComponent<HumanPoseTransfer>();
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m_pose.Source = src;
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m_pose.SourceType = HumanPoseTransfer.HumanPoseTransferSourceType.HumanPoseTransfer;
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m_lipSync = instance.gameObject.AddComponent<VRM10AIUEO>();
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m_blink = instance.gameObject.AddComponent<VRM10Blinker>();
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m_autoExpression = instance.gameObject.AddComponent<VRM10AutoExpression>();
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@ -293,22 +289,57 @@ namespace UniVRM10.VRM10Viewer
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GameObject.Destroy(m_instance.gameObject);
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}
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public void EnableBvh(HumanPoseTransfer src)
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public void EnableBvh()
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{
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if (m_pose != null)
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{
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m_pose.Source = src;
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m_pose.SourceType = HumanPoseTransfer.HumanPoseTransferSourceType.HumanPoseTransfer;
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}
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m_useBvh = true;
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}
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public void EnableTPose(HumanPoseClip pose)
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public void EnableTPose()
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{
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if (m_pose != null)
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m_useBvh = false;
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}
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public void UpdatePose(Animator pose)
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{
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var fkRetarget = m_controller.Runtime.GetOrCreateFkRetarget();
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foreach (HumanBodyBones bone in Enum.GetValues(typeof(HumanBodyBones)))
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{
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m_pose.PoseClip = pose;
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m_pose.SourceType = HumanPoseTransfer.HumanPoseTransferSourceType.HumanPoseClip;
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if (bone == HumanBodyBones.LastBone)
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{
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continue;
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}
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var dst = fkRetarget.GetBoneTransform(bone);
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if (dst == null)
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{
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continue;
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}
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if (m_useBvh)
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{
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var src = pose.GetBoneTransform(bone);
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if (src != null)
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{
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// set normalized pose
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dst.localRotation = src.localRotation;
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}
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if (bone == HumanBodyBones.Hips)
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{
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dst.position = src.position * fkRetarget.InitialHipsHeight;
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}
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}
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else
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{
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// set TPose
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dst.localRotation = Quaternion.identity;
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if (bone == HumanBodyBones.Hips)
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{
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dst.position = Vector3.up * fkRetarget.InitialHipsHeight;
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}
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}
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}
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fkRetarget.Apply();
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}
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}
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Loaded m_loaded;
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@ -344,7 +375,7 @@ namespace UniVRM10.VRM10Viewer
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var context = new UniHumanoid.BvhImporterContext();
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context.Parse("tmp.bvh", source);
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context.Load();
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SetMotion(context.Root.GetComponent<HumanPoseTransfer>());
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SetMotion(context.Root.GetComponent<Animator>());
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}
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private void Update()
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@ -369,7 +400,12 @@ namespace UniVRM10.VRM10Viewer
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}
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}
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m_ui.UpdateToggle(() => m_loaded?.EnableBvh(m_src), () => m_loaded?.EnableTPose(m_pose));
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m_ui.UpdateToggle(() => m_loaded?.EnableBvh(), () => m_loaded?.EnableTPose());
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if (m_loaded != null)
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{
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m_loaded.UpdatePose(m_src);
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}
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}
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void OnOpenClicked()
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@ -506,17 +542,15 @@ namespace UniVRM10.VRM10Viewer
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instance.ShowMeshes();
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instance.EnableUpdateWhenOffscreen();
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m_loaded = new Loaded(instance, m_src, m_target.transform);
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m_loaded = new Loaded(instance, m_target.transform);
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}
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void SetMotion(HumanPoseTransfer src)
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void SetMotion(Animator src)
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{
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m_src = src;
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src.GetComponent<Renderer>().enabled = false;
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if (m_loaded != null)
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{
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m_loaded.EnableBvh(m_src);
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m_loaded.EnableBvh();
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}
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}
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}
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