├── .gitignore ├── .vsconfig ├── Assets ├── BodyMorphLite.meta └── BodyMorphLite │ ├── Demo.meta │ ├── Demo │ ├── Animations.meta │ ├── Animations │ │ ├── AnimatorController.controller │ │ ├── AnimatorController.controller.meta │ │ ├── Idle.fbx │ │ ├── Idle.fbx.meta │ │ ├── InAir.fbx │ │ ├── InAir.fbx.meta │ │ ├── JumpStart.fbx │ │ ├── JumpStart.fbx.meta │ │ ├── Run_N.fbx │ │ ├── Run_N.fbx.meta │ │ ├── Run_N_Land.fbx │ │ ├── Run_N_Land.fbx.meta │ │ ├── Run_S.fbx │ │ ├── Run_S.fbx.meta │ │ ├── Walk_N.fbx │ │ ├── Walk_N.fbx.meta │ │ ├── Walk_N_Land.fbx │ │ └── Walk_N_Land.fbx.meta │ ├── Materials.meta │ ├── Materials │ │ ├── Arms.mat │ │ ├── Arms.mat.meta │ │ ├── Body.mat │ │ ├── Body.mat.meta │ │ ├── Legs.mat │ │ └── Legs.mat.meta │ ├── Models.meta │ ├── Models │ │ ├── Character.fbx │ │ └── Character.fbx.meta │ ├── Prefabs.meta │ ├── Prefabs │ │ ├── Character.prefab │ │ └── Character.prefab.meta │ ├── Scenes.meta │ ├── Scenes │ │ ├── Demo.unity │ │ └── Demo.unity.meta │ ├── Scripts.meta │ ├── Scripts │ │ ├── Demonstration.cs │ │ └── Demonstration.cs.meta │ ├── Textures.meta │ └── Textures │ │ ├── Texture_Arms_AlbedoTransparency.png │ │ ├── Texture_Arms_AlbedoTransparency.png.meta │ │ ├── Texture_Arms_Normal.png │ │ ├── Texture_Arms_Normal.png.meta │ │ ├── Texture_Body_AlbedoTransparency.png │ │ ├── Texture_Body_AlbedoTransparency.png.meta │ │ ├── Texture_Body_Normal.png │ │ ├── Texture_Body_Normal.png.meta │ │ ├── Texture_Legs_AlbedoTransparency.png │ │ ├── Texture_Legs_AlbedoTransparency.png.meta │ │ ├── Texture_Legs_Normal.png │ │ └── Texture_Legs_Normal.png.meta │ ├── ReadMe.txt │ ├── ReadMe.txt.meta │ ├── Scripts.meta │ └── Scripts │ ├── BipedalKinematics.cs │ ├── BipedalKinematics.cs.meta │ ├── BodyMorphLite.cs │ └── BodyMorphLite.cs.meta ├── Documentation ├── img0.jpg └── img1.jpg ├── LICENSE.md └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Uu]ser[Ss]ettings/ 12 | /[Pp]roject[Ss]ettings 13 | /[Pp]ackages 14 | 15 | # MemoryCaptures can get excessive in size. 16 | # They also could contain extremely sensitive data 17 | /[Mm]emoryCaptures/ 18 | 19 | # Recordings can get excessive in size 20 | /[Rr]ecordings/ 21 | 22 | # Uncomment this line if you wish to ignore the asset store tools plugin 23 | # /[Aa]ssets/AssetStoreTools* 24 | 25 | # Autogenerated Jetbrains Rider plugin 26 | /[Aa]ssets/Plugins/Editor/JetBrains* 27 | 28 | # Visual Studio cache directory 29 | .vs/ 30 | 31 | # Gradle cache directory 32 | .gradle/ 33 | 34 | # Autogenerated VS/MD/Consulo solution and project files 35 | ExportedObj/ 36 | .consulo/ 37 | *.csproj 38 | *.unityproj 39 | *.sln 40 | *.suo 41 | *.tmp 42 | *.user 43 | *.userprefs 44 | *.pidb 45 | *.booproj 46 | *.svd 47 | *.pdb 48 | *.mdb 49 | *.opendb 50 | *.VC.db 51 | 52 | # Unity3D generated meta files 53 | *.pidb.meta 54 | *.pdb.meta 55 | *.mdb.meta 56 | 57 | # Unity3D generated file on crash reports 58 | sysinfo.txt 59 | 60 | # Builds 61 | *.apk 62 | *.aab 63 | *.unitypackage 64 | *.app 65 | 66 | # Crashlytics generated file 67 | crashlytics-build.properties 68 | 69 | # Packed Addressables 70 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* 71 | 72 | # Temporary auto-generated Android Assets 73 | /[Aa]ssets/[Ss]treamingAssets/aa.meta 74 | /[Aa]ssets/[Ss]treamingAssets/aa/* 75 | -------------------------------------------------------------------------------- /.vsconfig: -------------------------------------------------------------------------------- 1 | { 2 | "version": "1.0", 3 | "components": [ 4 | "Microsoft.VisualStudio.Workload.ManagedGame" 5 | ] 6 | } 7 | -------------------------------------------------------------------------------- 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min: {x: 0, y: 0, z: 0} 439 | max: {x: 0, y: 0, z: 0} 440 | value: {x: 0, y: 0, z: 0} 441 | length: 0 442 | modified: 0 443 | - boneName: Right_MiddleIntermediate 444 | humanName: Right Middle Intermediate 445 | limit: 446 | min: {x: 0, y: 0, z: 0} 447 | max: {x: 0, y: 0, z: 0} 448 | value: {x: 0, y: 0, z: 0} 449 | length: 0 450 | modified: 0 451 | - boneName: Right_MiddleDistal 452 | humanName: Right Middle Distal 453 | limit: 454 | min: {x: 0, y: 0, z: 0} 455 | max: {x: 0, y: 0, z: 0} 456 | value: {x: 0, y: 0, z: 0} 457 | length: 0 458 | modified: 0 459 | - boneName: Right_RingProximal 460 | humanName: Right Ring Proximal 461 | limit: 462 | min: {x: 0, y: 0, z: 0} 463 | max: {x: 0, y: 0, z: 0} 464 | value: {x: 0, y: 0, z: 0} 465 | length: 0 466 | modified: 0 467 | - boneName: Right_RingIntermediate 468 | humanName: Right Ring Intermediate 469 | limit: 470 | min: {x: 0, y: 0, z: 0} 471 | max: {x: 0, y: 0, z: 0} 472 | value: {x: 0, y: 0, z: 0} 473 | length: 0 474 | modified: 0 475 | - boneName: Right_RingDistal 476 | humanName: Right Ring Distal 477 | limit: 478 | min: {x: 0, y: 0, z: 0} 479 | max: {x: 0, y: 0, z: 0} 480 | value: {x: 0, y: 0, z: 0} 481 | length: 0 482 | modified: 0 483 | - boneName: Right_PinkyProximal 484 | humanName: Right Little Proximal 485 | limit: 486 | min: {x: 0, y: 0, z: 0} 487 | max: {x: 0, y: 0, z: 0} 488 | value: {x: 0, y: 0, z: 0} 489 | length: 0 490 | modified: 0 491 | - boneName: Right_PinkyIntermediate 492 | humanName: Right Little Intermediate 493 | limit: 494 | min: {x: 0, y: 0, z: 0} 495 | max: {x: 0, y: 0, z: 0} 496 | value: {x: 0, y: 0, z: 0} 497 | length: 0 498 | modified: 0 499 | - boneName: Right_PinkyDistal 500 | humanName: Right Little Distal 501 | limit: 502 | min: {x: 0, y: 0, z: 0} 503 | max: {x: 0, y: 0, z: 0} 504 | value: {x: 0, y: 0, z: 0} 505 | length: 0 506 | modified: 0 507 | skeleton: 508 | - name: Mannequin(Clone) 509 | parentName: 510 | position: {x: -0, y: 0, z: 0} 511 | rotation: {x: 0, y: -0, z: -0, w: 1} 512 | scale: {x: 1, y: 1, z: 1} 513 | - name: Geometry 514 | parentName: Mannequin(Clone) 515 | position: {x: -0, y: 0, z: 0} 516 | rotation: {x: 0, y: -0, z: -0, w: 1} 517 | scale: {x: 1, y: 1, z: 1} 518 | - name: Mannequin_Mesh 519 | parentName: Geometry 520 | position: {x: -0, y: 0, z: 0} 521 | rotation: {x: 0, y: -0, z: -0, w: 1} 522 | scale: {x: 1, y: 1, z: 1} 523 | - name: Skeleton 524 | parentName: Mannequin(Clone) 525 | position: {x: -0, y: 0, z: 0} 526 | rotation: {x: 0, y: -0, z: -0, w: 1} 527 | scale: {x: 1, y: 1, z: 1} 528 | - name: Hips 529 | parentName: Skeleton 530 | position: {x: -0, y: 0.9810986, z: -0.01590455} 531 | rotation: {x: 0, y: -0, z: -0, w: 1} 532 | scale: {x: 1, y: 1, z: 1} 533 | - name: Left_UpperLeg 534 | parentName: Hips 535 | position: {x: -0.08610317, y: -0.053458035, z: -0.011470641} 536 | rotation: {x: 0.999839, y: -0.01775374, z: 0.000046300094, w: -0.0026074864} 537 | scale: {x: 1, y: 1, z: 1} 538 | - name: Left_LowerLeg 539 | parentName: Left_UpperLeg 540 | position: {x: -2.9864513e-16, y: 0.4133444, z: -5.4956034e-17} 541 | rotation: {x: 0.034046065, y: 2.2687323e-19, z: 7.728622e-21, w: 0.9994203} 542 | scale: {x: 1, y: 1, z: 1} 543 | - name: Left_Foot 544 | parentName: Left_LowerLeg 545 | position: {x: 0.0000000017320426, y: 0.41403946, z: 7.141509e-16} 546 | rotation: {x: -0.035700925, y: 0.049957544, z: -0.019575229, w: 0.9979211} 547 | scale: {x: 1, y: 1, z: 1} 548 | - name: Left_Toes 549 | parentName: Left_Foot 550 | position: {x: 7.105427e-17, y: 0.07224803, z: -0.118065506} 551 | rotation: {x: -0.7071068, y: 8.7157646e-33, z: -8.7157646e-33, w: 0.7071068} 552 | scale: {x: 1, y: 1, z: 1} 553 | - name: Left_ToesEnd 554 | parentName: Left_Toes 555 | position: {x: -0.0010026174, y: 0.06423476, z: 0.016843978} 556 | rotation: {x: 0.7070656, y: -0.0076321815, z: -0.0076321815, w: 0.7070656} 557 | scale: {x: 1, y: 1, z: 1} 558 | - name: Right_UpperLeg 559 | parentName: Hips 560 | position: {x: 0.086103186, y: -0.053458147, z: -0.0114706475} 561 | rotation: {x: 0.0026075041, y: 0.000046300407, z: 0.01775374, w: 0.999839} 562 | scale: {x: 1, y: 1, z: 1} 563 | - name: Right_LowerLeg 564 | parentName: Right_UpperLeg 565 | position: {x: 0.0000004514609, y: -0.41334414, z: 0.000000025994435} 566 | rotation: {x: 0.034046065, y: 2.2687323e-19, z: 7.728622e-21, w: 0.9994203} 567 | scale: {x: 1, y: 1, z: 1} 568 | - name: Right_Foot 569 | parentName: Right_LowerLeg 570 | position: {x: -0.0000007472542, y: -0.41403967, z: -0.000000032847502} 571 | rotation: {x: -0.035700925, y: 0.049957544, z: -0.019575229, w: 0.9979211} 572 | scale: {x: 1, y: 1, z: 1} 573 | - name: Right_Toes 574 | parentName: Right_Foot 575 | position: {x: -0.00000015643121, y: -0.07224799, z: 0.11807} 576 | rotation: {x: -0.7071068, y: 0, z: -0, w: 0.7071068} 577 | scale: {x: 1, y: 1, z: 1} 578 | - name: Right_ToesEnd 579 | parentName: Right_Toes 580 | position: {x: 0.0010031584, y: -0.06423059, z: -0.016843898} 581 | rotation: {x: 0.7070656, y: -0.0076321815, z: -0.0076321815, w: 0.7070656} 582 | scale: {x: 1, y: 1, z: 1} 583 | - name: Spine 584 | parentName: Hips 585 | position: {x: -0, y: 0.058229383, z: 0.0012229546} 586 | rotation: {x: 0, y: -0, z: -0, w: 1} 587 | scale: {x: 1, y: 1, z: 1} 588 | - name: Chest 589 | parentName: Spine 590 | position: {x: -0, y: 0.1034043, z: 0} 591 | rotation: {x: 0, y: -0, z: -0, w: 1} 592 | scale: {x: 1, y: 1, z: 1} 593 | - name: UpperChest 594 | parentName: Chest 595 | position: {x: -0, y: 0.1034043, z: 0} 596 | rotation: {x: 0, y: -0, z: -0, w: 1} 597 | scale: {x: 1, y: 1, z: 1} 598 | - name: Left_Shoulder 599 | parentName: UpperChest 600 | position: {x: -0.0009571358, y: 0.19149224, z: -0.0087277945} 601 | rotation: {x: -0.0049494267, y: -0.113521874, z: 0.043275386, w: 0.99258024} 602 | scale: {x: 1, y: 1, z: 1} 603 | - name: Left_UpperArm 604 | parentName: Left_Shoulder 605 | position: {x: -0.16743502, y: -5.684341e-16, z: -2.664535e-17} 606 | rotation: {x: 0.12673509, y: 0.03332071, z: 0.6809724, w: 0.72048914} 607 | scale: {x: 1, y: 1, z: 1} 608 | - name: Left_LowerArm 609 | parentName: Left_UpperArm 610 | position: {x: -2.8421706e-16, y: 0.28508067, z: 0} 611 | rotation: {x: 0.020536564, y: 0.00832135, z: -0.020624585, w: 0.9995417} 612 | scale: {x: 1, y: 1, z: 1} 613 | - name: Left_Hand 614 | parentName: Left_LowerArm 615 | position: {x: -2.4123817e-10, y: 0.24036221, z: -1.4210853e-16} 616 | rotation: {x: -0.047397237, y: -0.24003562, z: 0.013464749, w: 0.9695128} 617 | scale: {x: 1, y: 1, z: 1} 618 | - name: Left_IndexProximal 619 | parentName: Left_Hand 620 | position: {x: 0.007815497, y: 0.0918443, z: 0.02657316} 621 | rotation: {x: -0.0000789147, y: -0.7104809, z: -0.006305193, w: 0.70368826} 622 | scale: {x: 1, y: 1, z: 1} 623 | - name: Left_IndexIntermediate 624 | parentName: Left_IndexProximal 625 | position: {x: 9.079803e-16, y: 0.04209777, z: 3.2607592e-16} 626 | rotation: {x: 0.030199163, y: 0.00000005960465, z: -0.00000038841978, w: 0.9995439} 627 | scale: {x: 1, y: 1, z: 1} 628 | - name: Left_IndexDistal 629 | parentName: Left_IndexIntermediate 630 | position: {x: -8.20111e-16, y: 0.02513925, z: -4.317065e-16} 631 | rotation: {x: 0.03945603, y: 0.000000016383924, z: 0.0000000332638, w: 0.9992213} 632 | scale: {x: 1, y: 1, z: 1} 633 | - name: Left_IndexDistalEnd 634 | parentName: Left_IndexDistal 635 | position: {x: -1.1581012e-16, y: 0.024609203, z: -6.661337e-17} 636 | rotation: {x: 0, y: -0, z: -0, w: 1} 637 | scale: {x: 1, y: 1, z: 1} 638 | - name: Left_MiddleProximal 639 | parentName: Left_Hand 640 | position: {x: 0.012847862, y: 0.08609763, z: 0.003435423} 641 | rotation: {x: -0.004090429, y: -0.6610811, z: -0.004001968, w: 0.7502927} 642 | scale: {x: 1, y: 1, z: 1} 643 | - name: Left_MiddleIntermediate 644 | parentName: Left_MiddleProximal 645 | position: {x: 2.7261607e-16, y: 0.051279362, z: 5.988264e-17} 646 | rotation: {x: 0.026233751, y: -0.000000029802322, z: -0.0000007133931, w: 0.99965584} 647 | scale: {x: 1, y: 1, z: 1} 648 | - name: Left_MiddleDistal 649 | parentName: Left_MiddleIntermediate 650 | position: {x: -7.199101e-17, y: 0.028284006, z: -4.93648e-17} 651 | rotation: {x: 0.03347514, y: -0, z: -0, w: 0.9994396} 652 | scale: {x: 1, y: 1, z: 1} 653 | - name: Left_MiddleDistalEnd 654 | parentName: Left_MiddleDistal 655 | position: {x: -1.7763565e-16, y: 0.023346113, z: -7.105426e-17} 656 | rotation: {x: 0, y: -0, z: -0, w: 1} 657 | scale: {x: 1, y: 1, z: 1} 658 | - name: Left_PinkyProximal 659 | parentName: Left_Hand 660 | position: {x: 0.004436847, y: 0.07288173, z: -0.029359013} 661 | rotation: {x: -0.02007038, y: -0.5504896, z: -0.008246153, w: 0.83456} 662 | scale: {x: 1, y: 1, z: 1} 663 | - name: Left_PinkyIntermediate 664 | parentName: Left_PinkyProximal 665 | position: {x: 1.9539922e-16, y: 0.032272622, z: -1.4210853e-16} 666 | rotation: {x: 0.028115956, y: -0.00000008940699, z: -0.0000005941839, w: 0.9996047} 667 | scale: {x: 1, y: 1, z: 1} 668 | - name: Left_PinkyDistal 669 | parentName: Left_PinkyIntermediate 670 | position: {x: -3.5527133e-17, y: 0.020224448, z: -7.1054265e-17} 671 | rotation: {x: 0.03643686, y: 0.00000014611446, z: 0.00000018696, w: 0.999336} 672 | scale: {x: 1, y: 1, z: 1} 673 | - name: Left_PinkyDistalEnd 674 | parentName: Left_PinkyDistal 675 | position: {x: -1.2434495e-16, y: 0.018519057, z: 0} 676 | rotation: {x: 0, y: -0, z: -0, w: 1} 677 | scale: {x: 1, y: 1, z: 1} 678 | - name: Left_RingProximal 679 | parentName: Left_Hand 680 | position: {x: 0.009525569, y: 0.08161553, z: -0.012242405} 681 | rotation: {x: -0.017654313, y: -0.6026994, z: -0.0040520057, w: 0.79776275} 682 | scale: {x: 1, y: 1, z: 1} 683 | - name: Left_RingIntermediate 684 | parentName: Left_RingProximal 685 | position: {x: 3.3750777e-16, y: 0.043630484, z: -1.4210853e-16} 686 | rotation: {x: 0.023556013, y: 0.00000026822087, z: 0.0000007636844, w: 0.99972254} 687 | scale: {x: 1, y: 1, z: 1} 688 | - name: Left_RingDistal 689 | parentName: Left_RingIntermediate 690 | position: {x: 1.7763566e-17, y: 0.027115494, z: -1.065814e-16} 691 | rotation: {x: 0.03908592, y: -0.000000019744585, z: 0.00000042049942, w: 0.9992359} 692 | scale: {x: 1, y: 1, z: 1} 693 | - name: Left_RingDistalEnd 694 | parentName: Left_RingDistal 695 | position: {x: -7.105426e-17, y: 0.02095726, z: -7.105426e-17} 696 | rotation: {x: 0, y: -0, z: -0, w: 1} 697 | scale: {x: 1, y: 1, z: 1} 698 | - name: Left_ThumbProximal 699 | parentName: Left_Hand 700 | position: {x: -0.00080496486, y: 0.028816883, z: 0.023514476} 701 | rotation: {x: 0.1796032, y: 0.8841741, z: 0.4239896, w: -0.07881452} 702 | scale: {x: 1, y: 1, z: 1} 703 | - name: Left_ThumbIntermediate 704 | parentName: Left_ThumbProximal 705 | position: {x: 2.4357445e-15, y: 0.027578257, z: 0.0038183592} 706 | rotation: {x: 0.1278054, y: -0, z: -0, w: 0.9917993} 707 | scale: {x: 1, y: 1, z: 1} 708 | - name: Left_ThumbDistal 709 | parentName: Left_ThumbIntermediate 710 | position: {x: -2.2737365e-15, y: 0.044597257, z: -0.006869915} 711 | rotation: {x: -0.045421924, y: -0.00000036741366, z: -0.0000008691409, w: 0.9989679} 712 | scale: {x: 1, y: 1, z: 1} 713 | - name: Left_ThumbDistalEnd 714 | parentName: Left_ThumbDistal 715 | position: {x: -4.2632555e-16, y: 0.029458016, z: 0} 716 | rotation: {x: 0, y: -0, z: -0, w: 1} 717 | scale: {x: 1, y: 1, z: 1} 718 | - name: Neck 719 | parentName: UpperChest 720 | position: {x: -0, y: 0.25104657, z: -0.015329581} 721 | rotation: {x: 0.060688436, y: -0, z: -0, w: 0.9981568} 722 | scale: {x: 1, y: 1, z: 1} 723 | - name: Head 724 | parentName: Neck 725 | position: {x: -0, y: 0.12747401, z: 0} 726 | rotation: {x: -0.060688436, y: 0, z: -0, w: 0.9981568} 727 | scale: {x: 1, y: 1, z: 1} 728 | - name: Jaw 729 | parentName: Head 730 | position: {x: -0, y: -0.00763539, z: 0.012895278} 731 | rotation: {x: 0.15949209, y: 0.68888485, z: 0.15949209, w: 0.68888485} 732 | scale: {x: 1, y: 1, z: 1} 733 | - name: Left_Eye 734 | parentName: Head 735 | position: {x: -0.03330326, 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name: Right_LowerArm 759 | parentName: Right_UpperArm 760 | position: {x: 0.0000037273983, y: -0.285085, z: -0.00000035927226} 761 | rotation: {x: 0.020541133, y: 0.008317431, z: -0.020620903, w: 0.99954176} 762 | scale: {x: 1, y: 1, z: 1} 763 | - name: Right_Hand 764 | parentName: Right_LowerArm 765 | position: {x: 0.0000014923929, y: -0.24036367, z: 0.0000017856368} 766 | rotation: {x: -0.047397237, y: -0.24003562, z: 0.013464749, w: 0.9695128} 767 | scale: {x: 1, y: 1, z: 1} 768 | - name: Right_IndexProximal 769 | parentName: Right_Hand 770 | position: {x: -0.0078223245, y: -0.0918393, z: -0.026574574} 771 | rotation: {x: -0.00008773989, y: -0.7104814, z: -0.0063276542, w: 0.7036876} 772 | scale: {x: 1, y: 1, z: 1} 773 | - name: Right_IndexIntermediate 774 | parentName: Right_IndexProximal 775 | position: {x: 0.0000006924457, y: -0.04210151, z: -0.0000013631077} 776 | rotation: {x: 0.03020306, y: -0.0000005662439, z: 0.000012195228, w: 0.99954385} 777 | scale: {x: 1, y: 1, z: 1} 778 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-------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class Demonstration : MonoBehaviour 4 | { 5 | public Animator animator; 6 | 7 | [Range(0f, 5f)] public float speed; 8 | [Range(0f, 6f)] public float movement; 9 | 10 | int jumpState; 11 | float jumpTimer; 12 | 13 | 14 | public GameObject[] objectPool; 15 | public float dropTime; 16 | int objectOrder; 17 | Vector3 targetPosition; 18 | 19 | private void Awake() 20 | { 21 | objectPool = new GameObject[] { 22 | GameObject.CreatePrimitive(PrimitiveType.Sphere), 23 | GameObject.CreatePrimitive(PrimitiveType.Cube), 24 | GameObject.CreatePrimitive(PrimitiveType.Cube) 25 | }; 26 | 27 | foreach (GameObject obj in objectPool) 28 | { 29 | 30 | Vector3 position = new Vector3(Random.Range(-0.3f, 0.3f), Random.Range(0.0f, -0.4f), 4.5f); 31 | obj.transform.position = position; 32 | obj.gameObject.SetActive(false); 33 | } 34 | 35 | dropTime = 0f; 36 | } 37 | 38 | private void Update() 39 | { 40 | if(movement > 0f) 41 | { 42 | dropTime -= Time.deltaTime; 43 | 44 | if(dropTime <= 0f) 45 | { 46 | objectPool[objectOrder].SetActive(true); 47 | 48 | if (objectOrder != 0) 49 | { 50 | Vector3 rotation = new Vector3(Random.Range(-15f, 15f), 0f, 0f); 51 | objectPool[objectOrder].transform.eulerAngles = rotation; 52 | 53 | Vector3 scale = new Vector3(1f, 1f, Random.Range(0.5f, 2f)); 54 | objectPool[objectOrder].transform.localScale = scale; 55 | } 56 | 57 | objectOrder = objectOrder >= objectPool.Length - 1 ? 0 : objectOrder + 1; 58 | dropTime = Random.Range(1f, 1.25f) * (7f - movement); 59 | } 60 | 61 | foreach (GameObject obj in objectPool) 62 | { 63 | 64 | if (obj.gameObject.activeSelf) 65 | { 66 | Vector3 position = obj.transform.position - Vector3.forward * speed * movement * 0.5f * Time.deltaTime; 67 | 68 | 69 | if (position.z < -4.5f) 70 | { 71 | position = new Vector3(Random.Range(-0.3f, 0.3f), Random.Range(0.0f, -0.4f), 4.5f); 72 | 73 | 74 | obj.SetActive(false); 75 | } 76 | 77 | obj.transform.position = position; 78 | } 79 | } 80 | 81 | Vector3 rayPosition = animator.transform.position + Vector3.up * 0.45f * animator.transform.localScale.y; 82 | 83 | if (Physics.Raycast(rayPosition, Vector3.forward, out RaycastHit hit, 2f)) 84 | { 85 | if (hit.distance < 1f) 86 | { 87 | if (hit.transform.localEulerAngles.x >= 0f && movement > 2.5f) 88 | { 89 | jumpState=1; 90 | } 91 | } 92 | } 93 | Debug.DrawRay(rayPosition, Vector3.forward); 94 | 95 | if (Physics.Raycast(rayPosition, Vector3.down, out RaycastHit hit2, 1f)) 96 | { 97 | targetPosition = hit2.point; 98 | } 99 | else 100 | { 101 | targetPosition = Vector3.zero; 102 | } 103 | 104 | animator.transform.position = Vector3.MoveTowards(animator.transform.position, targetPosition, 1f * Time.fixedDeltaTime); 105 | 106 | } 107 | 108 | 109 | 110 | CharacterMovement(); 111 | Jump(); 112 | } 113 | 114 | 115 | 116 | 117 | void CharacterMovement() 118 | { 119 | animator.SetFloat("MotionSpeed", speed); 120 | animator.SetFloat("Speed", movement); 121 | 122 | } 123 | 124 | private void Jump() 125 | { 126 | 127 | if (jumpState == 1) 128 | { 129 | jumpState = 2; 130 | jumpTimer = 0.15f; 131 | animator.SetBool("Jump", true); 132 | } 133 | else if (jumpState == 2) 134 | { 135 | jumpTimer -= Time.deltaTime; 136 | if(jumpTimer <= 0.0f) 137 | { 138 | jumpState = 0; 139 | animator.SetBool("Jump", false); 140 | } 141 | } 142 | 143 | 144 | } 145 | } 146 | -------------------------------------------------------------------------------- /Assets/BodyMorphLite/Demo/Scripts/Demonstration.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7a932e3debf41554bb8b6b2cecc7ad2f 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | 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| assetBundleVariant: 117 | -------------------------------------------------------------------------------- /Assets/BodyMorphLite/ReadMe.txt: -------------------------------------------------------------------------------- 1 | BodyMorph Lite for Unity 2 | 3 | A tool for adjusting bone proportions in real time for Unity Humanoid Rigs. 4 | 5 | How to Use 6 | 7 | To use the component, simply add BodyMorphLite to your character model. 8 | When there are changes in the feet and legs, you need to activate Kinematics for the character to fully touch the ground. 9 | If another IK is in use, the offset value can be accessed via "BodyMorphLite.Offset". 10 | Additionally, for ease of use, the Reset and Randomize functions can also be accessed from the context menu. 11 | 12 | BodyMorph Lite version is only compatible with only Humanoid Rigs*. 13 | -------------------------------------------------------------------------------- /Assets/BodyMorphLite/ReadMe.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3ee087f774fb4d044bd8fd705df3f555 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/BodyMorphLite/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 96fe580d370cdd4419282e4f2c551b55 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/BodyMorphLite/Scripts/BipedalKinematics.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | 4 | [RequireComponent(typeof(Animator))] 5 | public class BipedalKinematics : MonoBehaviour 6 | { 7 | Animator animator; 8 | 9 | private float weight; 10 | private float lastHeight; 11 | 12 | private bool[] ikEnabled; 13 | private bool[] footOnGround; 14 | 15 | private bool onGround; 16 | 17 | public bool OnGround { get => onGround;} 18 | 19 | [Header("Settings")] 20 | //Height Offset Range 21 | public float maxHeight = 0.5f; 22 | public float minHeight = 0.25f; 23 | 24 | //Foot Radius 25 | public float radius = 0.05f; 26 | 27 | 28 | [Range(0.1f, 10f)] public float offsetSpeed = 1.0f; 29 | [Range(0.1f, 10f)] public float fallModifier = 2.0f; 30 | [Range(0.1f, 10f)] public float adaptSpeed = 2.0f; 31 | [Range(0f, 360f)] public float adaptRotation = 180f; 32 | 33 | public LayerMask layerMask = 1; 34 | 35 | 36 | private float offset = 0f; 37 | 38 | public float Offset { set => offset = value; } 39 | 40 | 41 | 42 | private Vector3[] ikPosition; 43 | private Vector3[] ikNormal; 44 | private Quaternion[] ikRotation; 45 | private Quaternion[] lastRotation; 46 | private float[] lastFootHeight; 47 | 48 | private Transform[] foot; 49 | 50 | private bool initialized; 51 | 52 | private void Awake() 53 | { 54 | if (!initialized) 55 | { 56 | Initialize(); 57 | } 58 | } 59 | 60 | public void Initialize() 61 | { 62 | animator = GetComponent(); 63 | 64 | footOnGround = new bool[2]; 65 | 66 | foot = new Transform[2]; 67 | foot[0] = animator.GetBoneTransform(HumanBodyBones.RightFoot); 68 | foot[1] = animator.GetBoneTransform(HumanBodyBones.LeftFoot); 69 | 70 | ikEnabled = new bool[2]; 71 | ikPosition = new Vector3[2]; 72 | ikNormal = new Vector3[2]; 73 | ikRotation = new Quaternion[2]; 74 | lastRotation = new Quaternion[2]; 75 | lastFootHeight = new float[2]; 76 | 77 | initialized = true; 78 | 79 | Enable(); 80 | } 81 | 82 | private void FixedUpdate() 83 | { 84 | //Check if one of the feet on Ground 85 | onGround = footOnGround[1] || footOnGround[0]; 86 | 87 | float targetWeight = onGround ? 1.0f : 0.0f; 88 | weight = Mathf.MoveTowards(weight, targetWeight, adaptSpeed * Time.fixedDeltaTime); 89 | } 90 | 91 | private void LateUpdate() 92 | { 93 | 94 | //Right Foot Solver 95 | if (ikEnabled[0]) 96 | { 97 | FootIKTarget(0, 1); 98 | } 99 | //Left Foot Solver 100 | if (ikEnabled[1]) 101 | { 102 | FootIKTarget(1, 0); 103 | } 104 | 105 | } 106 | private void OnAnimatorIK(int layerIndex) 107 | { 108 | //Body Offset 109 | if (ikEnabled[0] && ikEnabled[1]) 110 | { 111 | HipsOffset(); 112 | } 113 | 114 | //Feet Offsets 115 | if (ikEnabled[0]) 116 | { 117 | FootIKMove(AvatarIKGoal.RightFoot, 0); 118 | } 119 | 120 | if (ikEnabled[1]) 121 | { 122 | FootIKMove(AvatarIKGoal.LeftFoot, 1); 123 | } 124 | 125 | 126 | } 127 | 128 | //IK Solvers 129 | private void FootIKTarget(int current, int other) 130 | { 131 | float height = maxHeight; 132 | if (!footOnGround[other]) 133 | { 134 | height = minHeight; 135 | } 136 | 137 | Vector3 position = foot[current].position; 138 | position.y = transform.position.y + height; 139 | 140 | float feetHeight = height; 141 | 142 | 143 | //Check for collision 144 | if (Physics.SphereCast(position, radius, Vector3.down, out RaycastHit hit, height * 2.0f, layerMask)) 145 | { 146 | feetHeight = transform.position.y - hit.point.y; 147 | 148 | ikPosition[current] = hit.point; 149 | 150 | ikNormal[current] = hit.normal; 151 | 152 | Vector3 axis = Vector3.Cross(Vector3.up, hit.normal); 153 | float angle = Vector3.Angle(Vector3.up, hit.normal); 154 | ikRotation[current] = Quaternion.AngleAxis(angle, axis); 155 | } 156 | 157 | footOnGround[current] = feetHeight < height; 158 | 159 | //Align with animation while not on ground 160 | if (!footOnGround[current]) 161 | { 162 | ikPosition[current].y = transform.position.y - height; 163 | ikRotation[current] = Quaternion.identity; 164 | } 165 | } 166 | 167 | //Body Offset 168 | private void HipsOffset() 169 | { 170 | float leftOffset = ikPosition[1].y - transform.position.y; 171 | float rightOffset = ikPosition[0].y - transform.position.y; 172 | float hipsOffset = (leftOffset < rightOffset) ? leftOffset : rightOffset; 173 | 174 | Vector3 position = animator.bodyPosition; 175 | 176 | //Ascending-Descending Velocity 177 | float offsetVelocity = lastHeight < hipsOffset ? offsetSpeed : offsetSpeed * fallModifier; 178 | 179 | lastHeight = Mathf.MoveTowards(lastHeight, hipsOffset, offsetVelocity * Time.deltaTime); 180 | position.y += lastHeight + offset; 181 | 182 | animator.bodyPosition = position; 183 | } 184 | 185 | //Position and Rotation of feet 186 | private void FootIKMove(AvatarIKGoal foot, int index) 187 | { 188 | Vector3 targetPosition = animator.GetIKPosition(foot); 189 | Quaternion targetRotation = animator.GetIKRotation(foot); 190 | 191 | //Position 192 | targetPosition = transform.InverseTransformPoint(targetPosition); 193 | ikPosition[index] = transform.InverseTransformPoint(ikPosition[index]); 194 | lastFootHeight[index] = Mathf.MoveTowards(lastFootHeight[index], ikPosition[index].y, adaptSpeed * Time.deltaTime); 195 | targetPosition.y += lastFootHeight[index]; 196 | 197 | targetPosition = transform.TransformPoint(targetPosition); 198 | 199 | 200 | targetPosition += ikNormal[index] * (offset); 201 | 202 | //Rotation 203 | Quaternion relative = Quaternion.Inverse(ikRotation[index] * targetRotation) * targetRotation; 204 | lastRotation[index] = Quaternion.RotateTowards(lastRotation[index], Quaternion.Inverse(relative), adaptRotation * Time.deltaTime); 205 | 206 | targetRotation *= lastRotation[index]; 207 | 208 | //Set IK Goals 209 | animator.SetIKPosition(foot, targetPosition); 210 | animator.SetIKPositionWeight(foot, weight); 211 | animator.SetIKRotation(foot, targetRotation); 212 | animator.SetIKRotationWeight(foot, weight); 213 | } 214 | 215 | /// 216 | /// Enables IK: null = Both, 0 = Right, 1 = Left. 217 | /// 218 | /// 219 | /// Target IK to enable. 220 | /// 221 | public void Enable(int? target = null) 222 | { 223 | if (target != null) 224 | { 225 | ikEnabled[(int)target] = true; 226 | } 227 | else 228 | { 229 | ikEnabled[0] = true; 230 | ikEnabled[1] = true; 231 | } 232 | } 233 | 234 | /// 235 | /// Disables IK: null = Both, 0 = Right, 1 = Left. 236 | /// 237 | /// Target IK to enable. 238 | public void Disable(int? target = null) 239 | { 240 | if(target != null) 241 | { 242 | ikEnabled[(int)target] = false; 243 | } 244 | else 245 | { 246 | ikEnabled[0] = false; 247 | ikEnabled[1] = false; 248 | } 249 | } 250 | 251 | 252 | } -------------------------------------------------------------------------------- /Assets/BodyMorphLite/Scripts/BipedalKinematics.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 50beb6969b21b7748bcedb5ee24f50c6 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/BodyMorphLite/Scripts/BodyMorphLite.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | [RequireComponent(typeof(Animator))] 4 | public class BodyMorphLite : MonoBehaviour 5 | { 6 | private Animator animator; 7 | private bool initialized; 8 | 9 | private Transform 10 | hips, spine, chest, upperChest, neck, head, 11 | leftHand, rightHand, leftFoot, rightFoot, 12 | leftFinger0, leftFinger1, leftFinger2, leftFinger3, leftFinger4, 13 | rightFinger0, rightFinger1, rightFinger2, rightFinger3, rightFinger4, 14 | leftArm, rightArm, leftLowerArm, rightLowerArm, 15 | leftLeg, rightLeg, leftLowerLeg, rightLowerLeg, 16 | leftShoulder, rightShoulder; 17 | 18 | private float ankleHeight; 19 | 20 | 21 | [SerializeField] private bool inverseKinematics; 22 | 23 | private BipedalKinematics kinematics; 24 | 25 | [Header("Body")] 26 | [Range(0.5f, 1.5f)] public float heightInput = 1.0f; 27 | [Range(0.5f, 1.5f)] public float upperBodyInput = 1.0f; 28 | [Range(0.5f, 1.5f)] public float lowerBodyInput = 1.0f; 29 | 30 | [Header("Head")] 31 | [Range(0.5f, 1.5f)] public float headInput = 1.0f; 32 | [Range(0.5f, 1.5f)] public float neckInput = 1.0f; 33 | 34 | [Header("UpperBody")] 35 | [Range(0.5f, 1.5f)] public float waistInput = 1.0f; 36 | [Range(0.5f, 1.5f)] public float chestInput = 1.0f; 37 | [Range(0.5f, 1.5f)] public float spineInput = 1.0f; 38 | [Range(0.5f, 2.0f)] public float shouldersInput = 1.0f; 39 | 40 | [Header("Arms")] 41 | [Range(0.5f, 1.5f)] public float upperArmsInput = 1.0f; 42 | [Range(0.5f, 1.5f)] public float lowerArmsInput = 1.0f; 43 | [Range(0.5f, 1.5f)] public float handsInput = 1.0f; 44 | [Range(0.5f, 2.5f)] public float fingersInput = 1.0f; 45 | 46 | [Header("LowerBody")] 47 | [Range(0.8f, 1.2f)] public float legsInput = 1.0f; 48 | [Range(0.5f, 1.5f)] public float feetInput = 1.0f; 49 | 50 | [Range(0.01f, 0.5f)] public float feetRadius = 0.05f; 51 | 52 | private float offset = 1.0f; 53 | 54 | public float Offset { get => offset; } 55 | 56 | 57 | void Start() 58 | { 59 | if (!initialized) 60 | { 61 | Initialize(); 62 | } 63 | } 64 | 65 | void Initialize() 66 | { 67 | animator = GetComponent(); 68 | 69 | if (animator.isHuman) 70 | { 71 | hips = animator.GetBoneTransform(HumanBodyBones.Hips); 72 | spine = animator.GetBoneTransform(HumanBodyBones.Spine); 73 | chest = animator.GetBoneTransform(HumanBodyBones.Chest); 74 | upperChest = animator.GetBoneTransform(HumanBodyBones.UpperChest); 75 | leftArm = animator.GetBoneTransform(HumanBodyBones.LeftUpperArm); 76 | rightArm = animator.GetBoneTransform(HumanBodyBones.RightUpperArm); 77 | leftLowerArm = animator.GetBoneTransform(HumanBodyBones.LeftLowerArm); 78 | rightLowerArm = animator.GetBoneTransform(HumanBodyBones.RightLowerArm); 79 | leftLeg = animator.GetBoneTransform(HumanBodyBones.LeftUpperLeg); 80 | rightLeg = animator.GetBoneTransform(HumanBodyBones.RightUpperLeg); 81 | leftLowerLeg = animator.GetBoneTransform(HumanBodyBones.LeftLowerLeg); 82 | rightLowerLeg = animator.GetBoneTransform(HumanBodyBones.RightLowerLeg); 83 | leftShoulder = animator.GetBoneTransform(HumanBodyBones.LeftShoulder); 84 | rightShoulder = animator.GetBoneTransform(HumanBodyBones.RightShoulder); 85 | leftHand = animator.GetBoneTransform(HumanBodyBones.LeftHand); 86 | rightHand = animator.GetBoneTransform(HumanBodyBones.RightHand); 87 | leftFoot = animator.GetBoneTransform(HumanBodyBones.LeftFoot); 88 | rightFoot = animator.GetBoneTransform(HumanBodyBones.RightFoot); 89 | head = animator.GetBoneTransform(HumanBodyBones.Head); 90 | neck = animator.GetBoneTransform(HumanBodyBones.Neck); 91 | 92 | 93 | leftFinger0 = animator.GetBoneTransform(HumanBodyBones.LeftThumbProximal); 94 | leftFinger1 = animator.GetBoneTransform(HumanBodyBones.LeftIndexProximal); 95 | leftFinger2 = animator.GetBoneTransform(HumanBodyBones.LeftMiddleProximal); 96 | leftFinger3 = animator.GetBoneTransform(HumanBodyBones.LeftRingProximal); 97 | leftFinger4 = animator.GetBoneTransform(HumanBodyBones.LeftLittleProximal); 98 | 99 | rightFinger0 = animator.GetBoneTransform(HumanBodyBones.RightThumbProximal); 100 | rightFinger1 = animator.GetBoneTransform(HumanBodyBones.RightIndexProximal); 101 | rightFinger2 = animator.GetBoneTransform(HumanBodyBones.RightMiddleProximal); 102 | rightFinger3 = animator.GetBoneTransform(HumanBodyBones.RightRingProximal); 103 | rightFinger4 = animator.GetBoneTransform(HumanBodyBones.RightLittleProximal); 104 | 105 | ankleHeight = rightFoot.position.y - transform.position.y; 106 | 107 | initialized = true; 108 | 109 | 110 | } 111 | else 112 | { 113 | 114 | initialized = false; 115 | Debug.LogError("Avatar is not Humanoid"); 116 | return; 117 | } 118 | 119 | if(inverseKinematics) 120 | { 121 | InitializeKinematics(); 122 | } 123 | 124 | } 125 | 126 | void InitializeKinematics() 127 | { 128 | kinematics = GetComponent(); 129 | if (kinematics == null) 130 | { 131 | kinematics = gameObject.AddComponent(); 132 | kinematics.Initialize(); 133 | } 134 | } 135 | 136 | 137 | private void OnValidate() 138 | { 139 | 140 | if (!initialized || animator == null) 141 | { 142 | Initialize(); 143 | } 144 | 145 | if(inverseKinematics) 146 | { 147 | if (kinematics == null) 148 | { 149 | UnityEditor.EditorApplication.delayCall += () => 150 | { 151 | InitializeKinematics(); 152 | }; 153 | } 154 | } 155 | else 156 | { 157 | if (kinematics != null) 158 | { 159 | UnityEditor.EditorApplication.delayCall += () => 160 | { 161 | DestroyImmediate(kinematics); 162 | }; 163 | } 164 | } 165 | 166 | 167 | Scale(); 168 | } 169 | 170 | private void Scale() 171 | { 172 | 173 | #if UNITY_EDITOR 174 | if (hips == null) 175 | { 176 | Initialize(); 177 | } 178 | #endif 179 | 180 | //Calculating Scales 181 | float lowerBodyScale = lowerBodyInput; 182 | transform.localScale = (heightInput + lowerBodyScale - 1.0f) * Vector3.one; 183 | float spineScale = spineInput / lowerBodyScale; 184 | float upperLegScale = legsInput; 185 | float lowerLegScale = 1f / upperLegScale / upperLegScale / (feetInput / feetInput); 186 | float feetScale = 1f / lowerLegScale / legsInput * feetInput; 187 | float waistScale = waistInput / spineScale / lowerBodyScale; 188 | float upperBodyScale = (waistScale + upperBodyInput - 1f); 189 | float chestScale = chestInput / waistScale / spineInput; 190 | float neckScale = neckInput / chestInput; 191 | float headScale = headInput / neckInput; 192 | float shoulderScale = shouldersInput / chestInput; 193 | float upperArmScale = upperArmsInput / shouldersInput; 194 | float lowerArmScale = lowerArmsInput / upperArmsInput; 195 | float handScale = handsInput / lowerArmsInput; 196 | float fingerScale = fingersInput; 197 | 198 | 199 | //Applying Scales 200 | leftLeg.localScale = upperLegScale * Vector3.one; 201 | rightLeg.localScale = upperLegScale * Vector3.one; 202 | leftLowerLeg.localScale = lowerLegScale * Vector3.one; 203 | rightLowerLeg.localScale = lowerLegScale * Vector3.one; 204 | leftFoot.localScale = feetScale * Vector3.one; 205 | rightFoot.localScale = feetScale * Vector3.one; 206 | spine.localScale = spineScale * Vector3.one; 207 | chest.localScale = upperBodyScale * Vector3.one; 208 | upperChest.localScale = chestScale * Vector3.one; 209 | neck.localScale = neckScale * Vector3.one; 210 | head.localScale = headScale * Vector3.one; 211 | leftShoulder.localScale = shoulderScale * Vector3.one; 212 | rightShoulder.localScale = shoulderScale * Vector3.one; 213 | leftArm.localScale = upperArmScale * Vector3.one; 214 | rightArm.localScale = upperArmScale * Vector3.one; 215 | leftLowerArm.localScale = lowerArmScale * Vector3.one; 216 | rightLowerArm.localScale = lowerArmScale * Vector3.one; 217 | leftHand.localScale = handScale * Vector3.one; 218 | rightHand.localScale = handScale * Vector3.one; 219 | leftFinger0.localScale = fingerScale * Vector3.one; 220 | leftFinger1.localScale = fingerScale * Vector3.one; 221 | leftFinger2.localScale = fingerScale * Vector3.one; 222 | leftFinger3.localScale = fingerScale * Vector3.one; 223 | leftFinger4.localScale = fingerScale * Vector3.one; 224 | rightFinger0.localScale = fingerScale * Vector3.one; 225 | rightFinger1.localScale = fingerScale * Vector3.one; 226 | rightFinger2.localScale = fingerScale * Vector3.one; 227 | rightFinger3.localScale = fingerScale * Vector3.one; 228 | rightFinger4.localScale = fingerScale * Vector3.one; 229 | 230 | //Offset Output 231 | float legSlider, legOffset; 232 | 233 | if (legsInput > 1f) 234 | { 235 | legSlider = Mathf.InverseLerp(0f, 1.2f, legsInput); 236 | legOffset = legSlider * -0.01f; 237 | } 238 | else 239 | { 240 | legSlider = Mathf.InverseLerp(1f, 0.8f, legsInput); 241 | legOffset = legSlider * 0.03f; 242 | } 243 | 244 | float feetOffset = ((ankleHeight * feetScale) - ankleHeight); 245 | offset = (feetOffset + legOffset) * transform.localScale.y; 246 | 247 | if (inverseKinematics) 248 | { 249 | kinematics.Offset = offset; 250 | kinematics.radius = (feetRadius * transform.localScale.y) * feetInput; 251 | } 252 | } 253 | [ContextMenu("Randomize")] 254 | public void Randomize() 255 | { 256 | heightInput = Random.Range(0.5f,1.5f); 257 | upperBodyInput = Random.Range(0.5f, 1.5f); 258 | lowerBodyInput = Random.Range(0.5f, 1.5f); 259 | headInput = Random.Range(0.5f,1.5f); 260 | neckInput = Random.Range(0.5f,1.5f); 261 | chestInput = Random.Range(0.5f,1.5f); 262 | shouldersInput = Random.Range(0.5f,1.5f); 263 | upperArmsInput = Random.Range(0.5f,1.5f); 264 | lowerArmsInput = Random.Range(0.5f,1.5f); 265 | handsInput = Random.Range(0.5f,1.5f); 266 | fingersInput = Random.Range(0.5f, 1.5f); 267 | spineInput = Random.Range(0.5f, 1.5f); 268 | legsInput = Random.Range(0.8f, 1.2f); 269 | feetInput = Random.Range(0.5f, 1.5f); 270 | 271 | Scale(); 272 | } 273 | 274 | [ContextMenu("Reset")] 275 | public void Reset() 276 | { 277 | heightInput = 1.0f; 278 | upperBodyInput = 1.0f; 279 | lowerBodyInput = 1.0f; 280 | headInput = 1.0f; 281 | neckInput = 1.0f; 282 | waistInput = 1.0f; 283 | chestInput = 1.0f; 284 | spineInput = 1.0f; 285 | shouldersInput = 1.0f; 286 | upperArmsInput = 1.0f; 287 | lowerArmsInput = 1.0f; 288 | handsInput = 1.0f; 289 | fingersInput = 1.0f; 290 | legsInput = 1.0f; 291 | feetInput = 1.0f; 292 | 293 | Scale(); 294 | } 295 | 296 | 297 | 298 | } 299 | -------------------------------------------------------------------------------- /Assets/BodyMorphLite/Scripts/BodyMorphLite.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 61a9bcbe0b2815b4abf139a2fd5af503 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Documentation/img0.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/SerhatDikel/Unity-BodyMorph/610dcfc1e6adcc5b38e9482ff927ec0c1a631c4c/Documentation/img0.jpg -------------------------------------------------------------------------------- /Documentation/img1.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/SerhatDikel/Unity-BodyMorph/610dcfc1e6adcc5b38e9482ff927ec0c1a631c4c/Documentation/img1.jpg -------------------------------------------------------------------------------- /LICENSE.md: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2024 Rifat Serhat Dikel 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | 2 | # BodyMorph Lite for Unity 3 | ![cover](/Documentation/img0.jpg) 4 | 5 | ## About 6 | A tool for adjusting bone proportions in real time for Unity Humanoid Rigs. 7 | 8 | # How to Use 9 | 10 | To use the component, simply add BodyMorphLite to your character model.
11 | When there are changes in the feet and legs, you need to activate Kinematics for the character to fully touch the ground.
12 | If another IK is in use, the offset value can be accessed via "BodyMorphLite.Offset".
13 | Additionally, for ease of use, the Reset and Randomize functions can also be accessed from the context menu.
14 |
15 | BodyMorph Lite version is only compatible with Humanoid Rigs*. 16 | 17 | 18 | ## Example 19 | [![demo](/Documentation/img1.jpg)](https://www.youtube.com/watch?v=LIyw-n7V4Tg&t) 20 | A Character Editor Demo made with BodyMorph. 21 | 22 | # Install 23 | Download the [latest release](https://github.com/SerhatDikel/Unity-BodyMorph/releases) as a unitypackage, or clone this repository. 24 | 25 | # Author 26 | Serhat Dikel 27 | 28 | [Github/SerhatDikel](https://github.com/SerhatDikel)
29 | [YouTube/SerhatDikel](https://www.youtube.com/@serhatdikel/videos) 30 | 31 | # License 32 | Copyright © 2024, Serhat Dikel. Released under the MIT License. 33 | --------------------------------------------------------------------------------