using UnityEngine;
using System.Collections;
using RootMotion.FinalIK;
namespace RootMotion.Demos {
///
/// FBBIK example rig for a kissing emote.
/// As the IK targets of one FBBIK partner depend on the solved pose of another FBBIK partner and vice versa, the rig will have to be iterated a couple of times to make it work.
///
public class KissingRig : MonoBehaviour {
///
/// A partner in the emote
///
[System.Serializable]
public class Partner {
public FullBodyBipedIK ik; // Reference to the FBBIK component
public Transform mouth; // The mouth bone, should be attached to the head
public Transform mouthTarget; // The target that we want to set the mouth bone to
public Transform touchTargetLeftHand, touchTargetRightHand; // Touch targets for the hands
public float bodyWeightHorizontal = 0.4f; // The body effector horizontal weight
public float bodyWeightVertical = 1f; // The body effector vertical weight
public float neckRotationWeight = 0.3f; // The neck rotation weight
public float headTiltAngle = 10f; // Tilting the head
public Vector3 headTiltAxis; // Head tilt axis
private Quaternion neckRotation;
public void Initiate() {
// Disable the FBBIK component to manage its updating
ik.enabled = false;
}
public void Update(float weight) {
// Set IK position and rotation weights
ik.solver.leftShoulderEffector.positionWeight = weight;
ik.solver.rightShoulderEffector.positionWeight = weight;
ik.solver.leftHandEffector.positionWeight = weight;
ik.solver.rightHandEffector.positionWeight = weight;
ik.solver.leftHandEffector.rotationWeight = weight;
ik.solver.rightHandEffector.rotationWeight = weight;
ik.solver.bodyEffector.positionWeight = weight;
// Inverse transform the shoulder and body effectors to set them relative to the mouth bone's position in the animation
InverseTransformEffector(FullBodyBipedEffector.LeftShoulder, mouth, mouthTarget.position, weight);
InverseTransformEffector(FullBodyBipedEffector.RightShoulder, mouth, mouthTarget.position, weight);
InverseTransformEffector(FullBodyBipedEffector.Body, mouth, mouthTarget.position, weight);
// Positioning the body effector horizontally
ik.solver.bodyEffector.position = Vector3.Lerp(new Vector3(ik.solver.bodyEffector.position.x, ik.solver.bodyEffector.bone.position.y, ik.solver.bodyEffector.position.z), ik.solver.bodyEffector.position, bodyWeightVertical * weight);
// Positioning the body effector vertically
ik.solver.bodyEffector.position = Vector3.Lerp(new Vector3(ik.solver.bodyEffector.bone.position.x, ik.solver.bodyEffector.position.y, ik.solver.bodyEffector.bone.position.z), ik.solver.bodyEffector.position, bodyWeightHorizontal * weight);
// Set hand effector positions to touch targets
ik.solver.leftHandEffector.position = touchTargetLeftHand.position;
ik.solver.rightHandEffector.position = touchTargetRightHand.position;
ik.solver.leftHandEffector.rotation = touchTargetLeftHand.rotation;
ik.solver.rightHandEffector.rotation = touchTargetRightHand.rotation;
// Store the neck rotation so we could slerp back to it after updating FBBIK
neckRotation = neck.rotation;
// Update the FBBIK solver
ik.solver.Update();
// Revert the neck back to its animated rotation
neck.rotation = Quaternion.Slerp(neck.rotation, neckRotation, neckRotationWeight * weight);
// Head tilting
ik.references.head.localRotation = Quaternion.AngleAxis(headTiltAngle * weight, headTiltAxis) * ik.references.head.localRotation;
}
// Get the neck bone
private Transform neck {
get {
return ik.solver.spineMapping.spineBones[ik.solver.spineMapping.spineBones.Length - 1];
}
}
// Placing an effector so that an arbitrary Transform (target) ends up at targetPosition
private void InverseTransformEffector(FullBodyBipedEffector effector, Transform target, Vector3 targetPosition, float weight) {
// Direction from the target to the effector
Vector3 toEffector = ik.solver.GetEffector(effector).bone.position - target.position;
// Positioning the effector
ik.solver.GetEffector(effector).position = Vector3.Lerp(ik.solver.GetEffector(effector).bone.position, targetPosition + toEffector, weight);
}
}
public Partner partner1, partner2; // The partners
public float weight; // The master weight
public int iterations = 3; // The number of iterating this rig.
// As the IK targets of one FBBIK partner depend on the solved pose of another FBBIK partner and vice versa,
// the rig will have to be iterated a couple of times to make it work.
void Start() {
// Initiating the partners
partner1.Initiate();
partner2.Initiate();
}
void LateUpdate() {
// Iterate the rig
for (int i = 0; i < iterations; i++) {
partner1.Update(weight);
partner2.Update(weight);
}
}
}
}