Rigify To Unity Function
- This is an work in progress, this expands on the system that NyankoNyan and improves that system. - It remaps the bone hierarchy to match Unity's expectations - It adds necessary constraints to ensure proper bone movement (For the people who need it, can be removed via remove constraints button). - It removes redundant bones that could cause issues in Unity. - It renames bones to match Unity's Humanoid Avatar naming convention. - It provides an option to merge or remove twist bones, which are not supported by Unity's humanoid system. - It adjusts bone connections and deformation settings. I think more needs to be added, but this seems to work for now.
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@@ -10,6 +10,7 @@ from ..functions.mesh_tools import AvatarToolkit_OT_RemoveUnusedShapekeys
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from ..functions.seperate_by import AvatarToolKit_OT_SeparateByMaterials, AvatarToolKit_OT_SeparateByLooseParts
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from ..functions.additional_tools import AvatarToolKit_OT_ApplyTransforms
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from ..functions.armature_modifying import AvatarToolkit_OT_RemoveZeroWeightBones, AvatarToolkit_OT_MergeBonesToActive, AvatarToolkit_OT_MergeBonesToParents
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from ..functions.rigify_functions import AvatarToolKit_OT_ConvertRigifyToUnity
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@register_wrap
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class AvatarToolkit_PT_ToolsPanel(bpy.types.Panel):
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@@ -47,5 +48,9 @@ class AvatarToolkit_PT_ToolsPanel(bpy.types.Panel):
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row = layout.row(align=True)
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row.operator(AvatarToolkit_OT_MergeBonesToActive.bl_idname, text=t("Tools.merge_bones_to_active.label"), icon='BONE_DATA')
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row.operator(AvatarToolkit_OT_MergeBonesToParents.bl_idname, text=t("Tools.merge_bones_to_parents.label"), icon='BONE_DATA')
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row = layout.row(align=True)
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row.operator(AvatarToolKit_OT_ConvertRigifyToUnity.bl_idname, text=t("Tools.convert_rigify_to_unity.label"), icon='ARMATURE_DATA')
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row = layout.row()
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row.prop(context.scene, "merge_twist_bones")
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else:
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layout.label(text=t("Tools.select_armature"), icon='ERROR')
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