Files
Project-M/Assets/Synty/Tools/SyntyPropBoneTool/Runtime/PropBoneConfig.cs
T
kronic 7571091394 LANTERN feel pass (DR-052 + gap list): SoD facing, underwater feel, Bathynaut kit, walk/run gait, suit lamp + new Synty anim packs
- SoD facing: PlayerFacing = body-yaw only (move-facing / cast-turn / idle-hold); every fire
  direction re-sourced to FacingMath.ResolveAim (pre-code review blocking catch); TickWindowMath
  shared windows with Movement-skip; reticle/FX coupled to the damage direction; cursor-dash kept.
- Underwater feel: sharpness 15->6, turn 720->360, MoveSpeed 6->4.2; TuningKnob 26-28
  (0 = no-override sentinels, dev-protocol bump on DebugTuningReport); stride footsteps + silt +
  cadence floor; bubbles; underwater ambience bed + distant groans; camera drag + dev scroll zoom.
- Bathynaut kit in-engine: dome/tank/shoulder-lamp + bare head grafted (GraftSmr rigid rebase,
  RecalculateTangents); EmissiveGloamSkinned shader (Rukhanka deformation); shoulder lamp CASTS
  (warm steady spot on body yaw).
- Gait: two-ring walk/run FreeformDirectional tree (walk @0.35, run @1.0) + blended-natural
  StrideScale; additive Posture(Bank) + Lead(chest-lead) layers; idle = AnimationIdles Base;
  banking driven from facing turn rate; flat terrain (Env_SeabedKit seabed squashed - CC is planar).
- New packs: Synty AnimationIdles + AnimationSwordCombat (combat pass queued) + SyntyPropBoneTool;
  four authored clips (sway/trudge/banks/lean) + Anim_Player_Underwater.blend + suit-kit FBX.
- Validation: 411/411 EditMode green; Play smokes (server==client facing, Aim-true projectile,
  bank/stride live-sampled, lamp beam verified); pre-code + post-impl adversarial reviews applied.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 13:56:02 -07:00

116 lines
5.8 KiB
C#

// Copyright (c) 2024 Synty Studios Limited. All rights reserved.
//
// Use of this software is subject to the terms and conditions of the Synty Studios End User Licence Agreement (EULA)
// available at: https://syntystore.com/pages/end-user-licence-agreement
//
// For additional details, see the LICENSE.MD file bundled with this software.
using UnityEngine;
namespace Synty.Tools.SyntyPropBoneTool
{
/// <summary>
/// A configuration class used to define what bones are called, where they should be in the hierarchy and what offsets to use when updating them at runtime.
/// </summary>
[CreateAssetMenu(menuName = "Synty/Animation/Synty Prop Bone Config", order = 1)]
public class PropBoneConfig : ScriptableObject
{
[Tooltip("The rig used to create the animations. Rig must be in T Pose.")]
public GameObject sourceRig;
[Tooltip("The rig to play the animations on in Unity. Rig must be in T Pose.")]
public GameObject targetRig;
[Tooltip("Parameters that define where prop bones will generate and how to constrain them")]
public PropBoneDefinition[] propBoneDefinitions;
/// <summary>
/// Attempts to calculate the rotation and scale offset for all the bone definitions based on sourceRig and targetRig.
/// For the offsets to calculate correctly the sourceRig and targetRig must both be in T Pose.
/// </summary>
[ContextMenu("Calculate Offset Values")]
public void CalculateOffsetValues()
{
if (sourceRig == null)
{
Debug.LogError($"Source rig is null in config {name}.", this);
}
if (targetRig == null)
{
Debug.LogError($"Target rig is null in config {name}.", this);
}
if (targetRig == null || sourceRig == null)
{
return;
}
for (int i = 0; i < propBoneDefinitions.Length; ++i)
{
// Check the bones in the definition exist in the source and target rigs
Transform sourceParent = TransformUtil.SearchHierarchy(sourceRig.transform, propBoneDefinitions[i].parentBoneName);
Transform targetParent = TransformUtil.SearchHierarchy(targetRig.transform, propBoneDefinitions[i].parentBoneName);
if (sourceParent == null)
{
Debug.LogError($"Cannot find bone in source rig called {propBoneDefinitions[i].parentBoneName}.");
continue;
}
if (targetParent == null)
{
Debug.LogError($"Cannot find bone in target rig called {propBoneDefinitions[i].parentBoneName}.");
continue;
}
// Calculate the rotational offset between the source and target rigs
propBoneDefinitions[i].rotationOffset = (Quaternion.Inverse(targetParent.rotation) * sourceParent.rotation).eulerAngles;
// Check the scale calculation bones are defined and exist in the source and target rigs
if (propBoneDefinitions[i].scaleCalculationBone1 == "" || propBoneDefinitions[i].scaleCalculationBone2 == "")
{
continue;
}
Transform sourceScaleBone1 = TransformUtil.SearchHierarchy(sourceRig.transform, propBoneDefinitions[i].scaleCalculationBone1);
Transform sourceScaleBone2 = TransformUtil.SearchHierarchy(sourceRig.transform, propBoneDefinitions[i].scaleCalculationBone2);
Transform targetScaleBone1 = TransformUtil.SearchHierarchy(targetRig.transform, propBoneDefinitions[i].scaleCalculationBone1);
Transform targetScaleBone2 = TransformUtil.SearchHierarchy(targetRig.transform, propBoneDefinitions[i].scaleCalculationBone2);
if (sourceScaleBone1 == null)
{
Debug.LogError($"Cannot find bone in source rig called {propBoneDefinitions[i].scaleCalculationBone1}.");
continue;
}
if (sourceScaleBone2 == null)
{
Debug.LogError($"Cannot find bone in source rig called {propBoneDefinitions[i].scaleCalculationBone2}.");
continue;
}
if (targetScaleBone1 == null)
{
Debug.LogError($"Cannot find bone in target rig called {propBoneDefinitions[i].scaleCalculationBone1}.");
continue;
}
if (targetScaleBone2 == null)
{
Debug.LogError($"Cannot find bone in target rig called {propBoneDefinitions[i].scaleCalculationBone2}.");
continue;
}
// Calculate the scale offset between the source and target rigs
propBoneDefinitions[i].scale = 1;
float sourceLength = Vector3.Distance(sourceScaleBone1.position, sourceScaleBone2.position);
float targetLength = Vector3.Distance(targetScaleBone1.position, targetScaleBone2.position);
if (sourceLength < float.Epsilon)
{
Debug.LogError($"Distance betweem source rig's scale bones is zero: scale bone 1: {propBoneDefinitions[i].scaleCalculationBone1}, scale bone 2 {propBoneDefinitions[i].scaleCalculationBone2}.");
continue;
}
if (targetLength < float.Epsilon)
{
Debug.LogError($"Distance betweem target rig's scale bones is zero: scale bone 1: {propBoneDefinitions[i].scaleCalculationBone1}, scale bone 2 {propBoneDefinitions[i].scaleCalculationBone2}.");
continue;
}
propBoneDefinitions[i].scale = targetLength / sourceLength;
}
}
}
}