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Merge pull request #601 from ousttrue/feature/tpose_button
Feature/tpose button
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@@ -25,6 +25,10 @@ namespace MeshUtility.Validators
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[LangMsg(Languages.en, "The model needs to face the positive Z-axis")]
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FACE_Z_POSITIVE_DIRECTION,
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[LangMsg(Languages.ja, "T-Pose にしてください")]
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[LangMsg(Languages.en, "Set T-Pose")]
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NOT_TPOSE,
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[LangMsg(Languages.ja, "ExportRootの Animator に Avatar がありません")]
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[LangMsg(Languages.en, "No Avatar in ExportRoot's Animator")]
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NO_AVATAR_IN_ANIMATOR,
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@@ -37,7 +41,7 @@ namespace MeshUtility.Validators
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[LangMsg(Languages.en, "Animator.avatar is not humanoid. Please change model's AnimationType to humanoid")]
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AVATAR_IS_NOT_HUMANOID,
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[LangMsg(Languages.ja, "humanoid設定に顎が含まれている。FBX importer の rig 設定に戻って設定を解除することをおすすめします")]
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[LangMsg(Languages.ja, "Jaw(顎)ボーンが含まれています。意図していない場合は設定解除をおすすめします。FBX importer の rig 設定から変更できます")]
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[LangMsg(Languages.en, "Jaw bone is included. It may not what you intended. Please check the humanoid avatar setting screen")]
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JAW_BONE_IS_INCLUDED,
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}
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@@ -150,15 +154,23 @@ namespace MeshUtility.Validators
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}
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}
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{
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var lu = animator.GetBoneTransform(HumanBodyBones.LeftUpperArm);
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var ll = animator.GetBoneTransform(HumanBodyBones.LeftLowerArm);
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var ru = animator.GetBoneTransform(HumanBodyBones.RightUpperArm);
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var rl = animator.GetBoneTransform(HumanBodyBones.RightLowerArm);
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if (Vector3.Dot((ll.position - lu.position).normalized, Vector3.left) < 0.8f
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|| Vector3.Dot((rl.position - ru.position).normalized, Vector3.right) < 0.8f)
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{
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yield return Validation.Error(ValidationMessages.NOT_TPOSE.Msg());
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}
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}
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var jaw = animator.GetBoneTransform(HumanBodyBones.Jaw);
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if (jaw != null)
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{
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yield return Validation.Warning(ValidationMessages.JAW_BONE_IS_INCLUDED.Msg());
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}
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else
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{
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yield return Validation.Info("Animator OK");
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}
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}
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}
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}
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