├── ProjectSettings ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── PresetManager.asset ├── EditorBuildSettings.asset ├── TimeManager.asset ├── AudioManager.asset ├── TagManager.asset ├── EditorSettings.asset ├── UnityConnectSettings.asset ├── DynamicsManager.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset ├── GraphicsSettings.asset ├── QualitySettings.asset ├── InputManager.asset └── ProjectSettings.asset ├── Documentation ├── images │ ├── auto.png │ ├── boneeditor.png │ ├── brushtool.png │ ├── chainbones.png │ ├── createmesh.png │ ├── freebones.png │ ├── slidertool.png │ ├── 2D_IK_Image 1.png │ ├── 2D_IK_Image 2.jpg │ ├── 2D_IK_Image 3.jpg │ ├── 2D_IK_Image 4.png │ ├── 2D_IK_Image 5.png │ ├── 2D_IK_Image 6.jpg │ ├── 2D_IK_Image 7.png │ ├── 2D_IK_Image 8.png │ ├── 2D_IK_Image1.png │ ├── 2D_IK_Image2.jpg │ ├── 2D_IK_Image3.jpg │ ├── 2D_IK_Image4.png │ ├── 2D_IK_Image5.png │ ├── 2D_IK_Image6.jpg │ ├── 2D_IK_Image7.png │ ├── 2D_IK_Image8.png │ ├── Geometrymode.png │ ├── PlunkahDeform.png │ ├── bonehierarchy.png │ ├── bonetransform.png │ ├── chainbonetool.png │ ├── createmesh2.png │ ├── freemovetool.png │ ├── generatemesh.png │ ├── geowaiteditor.png │ ├── splitbonetool.png │ ├── weighteditor.png │ ├── weightmodes.png │ ├── parentbonetool.png │ ├── weightinspector.png │ ├── spriteskincomponent.png │ ├── PlunkahChainBoneDeform.png │ ├── PlunkahDetachedDeform.png │ └── PlunkahFreeBoneDeform.png ├── 2DAnimation.md └── 2DIK.md ├── Assets ├── Unity Technologies │ ├── 2D Animation │ │ ├── Samples │ │ │ ├── Fonts │ │ │ │ ├── LICENSE.txt.meta │ │ │ │ ├── RobotoCondensed-Bold.ttf │ │ │ │ ├── RobotoCondensed-Bold.ttf.meta │ │ │ │ └── LICENSE.txt │ │ │ ├── Sprites │ │ │ │ └── PlunkahGreen.png │ │ │ ├── Fonts.meta │ │ │ ├── Sprites.meta │ │ │ ├── _Scenes.meta │ │ │ ├── Animation.meta │ │ │ ├── _Scenes │ │ │ │ ├── 01 Character Rigged.unity.meta │ │ │ │ ├── 02 Character IK.unity.meta │ │ │ │ ├── 03 Character Animated.unity.meta │ │ │ │ ├── 01 Character Rigged.unity │ │ │ │ └── 02 Character IK.unity │ │ │ └── Animation │ │ │ │ ├── PlunkahIdol.anim.meta │ │ │ │ ├── PlunkahG.controller.meta │ │ │ │ └── PlunkahG.controller │ │ ├── Samples.meta │ │ ├── LICENSE.md │ │ ├── README.md │ │ └── Third-Party Notices.md │ └── 2D Animation.meta └── Unity Technologies.meta ├── .gitignore ├── README.md ├── Packages └── manifest.json └── Third-Party Notices.md /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2018.2.0f2 2 | -------------------------------------------------------------------------------- /Documentation/images/auto.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Unity-Technologies/2d-animation-samples/master/Documentation/images/auto.png -------------------------------------------------------------------------------- /Documentation/images/boneeditor.png: 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-------------------------------------------------------------------------------- 1 | /[Ll]ibrary/ 2 | /[Tt]emp/ 3 | /[Oo]bj/ 4 | /[Bb]uild/ 5 | /[Bb]uilds/ 6 | /Assets/AssetStoreTools* 7 | /.vs/ 8 | 9 | # Autogenerated VS/MD solution and project files 10 | ExportedObj/ 11 | *.csproj 12 | *.unityproj 13 | *.sln 14 | *.suo 15 | *.tmp 16 | *.user 17 | *.userprefs 18 | *.pidb 19 | *.booproj 20 | *.svd 21 | 22 | 23 | # Unity3D generated meta files 24 | *.pidb.meta 25 | 26 | # Unity3D Generated File On Crash Reports 27 | sysinfo.txt 28 | 29 | # Builds 30 | *.apk 31 | *.unitypackage 32 | -------------------------------------------------------------------------------- /Assets/Unity Technologies/2D Animation/LICENSE.md: -------------------------------------------------------------------------------- 1 | 2D Animation copyright © 2018 Unity Technologies ApS 2 | 3 | Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](https://unity3d.com/legal/licenses/Unity_Companion_License). 4 | 5 | Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. 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tag:unity3d.com,2011: 3 | --- !u!55 &1 4 | PhysicsManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 7 7 | m_Gravity: {x: 0, y: -9.81, z: 0} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_BounceThreshold: 2 10 | m_SleepThreshold: 0.005 11 | m_DefaultContactOffset: 0.01 12 | m_DefaultSolverIterations: 6 13 | m_DefaultSolverVelocityIterations: 1 14 | m_QueriesHitBackfaces: 0 15 | m_QueriesHitTriggers: 1 16 | m_EnableAdaptiveForce: 0 17 | m_ClothInterCollisionDistance: 0 18 | m_ClothInterCollisionStiffness: 0 19 | m_ContactsGeneration: 1 20 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 21 | m_AutoSimulation: 1 22 | m_AutoSyncTransforms: 1 23 | m_ClothInterCollisionSettingsToggle: 0 24 | m_ContactPairsMode: 0 25 | m_BroadphaseType: 0 26 | m_WorldBounds: 27 | m_Center: {x: 0, y: 0, z: 0} 28 | m_Extent: {x: 250, y: 250, z: 250} 29 | m_WorldSubdivisions: 8 30 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # 2d-animation-samples 2 | 3 | This repository contains samples of the 2D Animation features to be used with Unity 2018.1 and newer. 4 | 5 | ## Getting Started 6 | ### Get the Unity Editor 7 | To get started, download and install the latest Unity 2018.1, 8 | here: https://unity3d.com/get-unity/download 9 | 10 | ### Get the Package 11 | These samples already include the necessary manifest in the Packages folder of the project. 12 | If you want to activate these features in another project you may use the Package Manager to install them. 13 | 14 | Find out more about packages here: **[Unity Package Manager](https://docs.unity3d.com/Packages/com.unity.package-manager-ui@1.8/manual/index.html)** 15 | 16 | ### Preview Feature Documentation 17 | * **[2D Animation](https://github.com/Unity-Technologies/2d-animation-samples/blob/master/Documentation/2DAnimation.md)** 18 | * **[Inverse Kinematics (IK)](https://github.com/Unity-Technologies/2d-animation-samples/blob/master/Documentation/2DIK.md)** 19 | 20 | ## Known Challenges: 21 | * Using the Transform Tools for manipulating bones in the Scene while posing and animating is not as fluid as we would like 22 | * The skinning and rigging portion is done in the Scene View along with Hierarchy manipulation and IK setups 23 | 24 | ## :exclamation::exclamation::exclamation: Warning :exclamation::exclamation::exclamation: 25 | **Project backward compatibility between Preview versions is NOT GUARANTEED. Always backup your project before updating the package. Preview features here are not production ready, please DO NOT use this package for your final production. Preview features may be discontinued/dropped.** 26 | 27 | -------------------------------------------------------------------------------- /Assets/Unity Technologies/2D Animation/README.md: -------------------------------------------------------------------------------- 1 | # 2d-animation-samples 2 | 3 | This repository contains samples of the 2D Animation features to be used with Unity 2018.1 and newer. 4 | 5 | ## Getting Started 6 | ### Get the Unity Editor 7 | To get started, download and install the latest Unity 2018.1, 8 | here: https://unity3d.com/get-unity/download 9 | 10 | ### Get the Package 11 | These samples already include the necessary manifest in the Packages folder of the project. 12 | If you want to activate these features in another project you may use the Package Manager to install them. 13 | 14 | Find out more about packages here: **[Unity Package Manager](https://docs.unity3d.com/Packages/com.unity.package-manager-ui@1.8/manual/index.html)** 15 | 16 | ### Preview Feature Documentation 17 | * **[2D Animation](https://github.com/Unity-Technologies/2d-animation-samples/blob/master/Documentation/2DAnimation.md)** 18 | * **[Inverse Kinematics (IK)](https://github.com/Unity-Technologies/2d-animation-samples/blob/master/Documentation/2DIK.md)** 19 | 20 | ## Known Challenges: 21 | * Using the Transform Tools for manipulating bones in the Scene while posing and animating is not as fluid as we would like 22 | * The skinning and rigging portion is done in the Scene View along with Hierarchy manipulation and IK setups 23 | 24 | ## :exclamation::exclamation::exclamation: Warning :exclamation::exclamation::exclamation: 25 | **Project backward compatibility between Preview versions is NOT GUARANTEED. Always backup your project before updating the package. Preview features here are not production ready, please DO NOT use this package for your final production. Preview features may be discontinued/dropped.** 26 | 27 | -------------------------------------------------------------------------------- /ProjectSettings/NavMeshAreas.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!126 &1 4 | NavMeshProjectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | areas: 8 | - name: Walkable 9 | cost: 1 10 | - name: Not Walkable 11 | cost: 1 12 | - name: Jump 13 | cost: 2 14 | - name: 15 | cost: 1 16 | - name: 17 | cost: 1 18 | - name: 19 | cost: 1 20 | - name: 21 | cost: 1 22 | - name: 23 | cost: 1 24 | - name: 25 | cost: 1 26 | - name: 27 | cost: 1 28 | - name: 29 | cost: 1 30 | - name: 31 | cost: 1 32 | - name: 33 | cost: 1 34 | - name: 35 | cost: 1 36 | - name: 37 | cost: 1 38 | - name: 39 | cost: 1 40 | - name: 41 | cost: 1 42 | - name: 43 | cost: 1 44 | - name: 45 | cost: 1 46 | - name: 47 | cost: 1 48 | - name: 49 | cost: 1 50 | - name: 51 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altPositiveButton: 240 | gravity: 1000 241 | dead: 0.001 242 | sensitivity: 1000 243 | snap: 0 244 | invert: 0 245 | type: 0 246 | axis: 0 247 | joyNum: 0 248 | - serializedVersion: 3 249 | m_Name: Submit 250 | descriptiveName: 251 | descriptiveNegativeName: 252 | negativeButton: 253 | positiveButton: return 254 | altNegativeButton: 255 | altPositiveButton: joystick button 0 256 | gravity: 1000 257 | dead: 0.001 258 | sensitivity: 1000 259 | snap: 0 260 | invert: 0 261 | type: 0 262 | axis: 0 263 | joyNum: 0 264 | - serializedVersion: 3 265 | m_Name: Submit 266 | descriptiveName: 267 | descriptiveNegativeName: 268 | negativeButton: 269 | positiveButton: enter 270 | altNegativeButton: 271 | altPositiveButton: space 272 | gravity: 1000 273 | dead: 0.001 274 | sensitivity: 1000 275 | snap: 0 276 | invert: 0 277 | type: 0 278 | axis: 0 279 | joyNum: 0 280 | - serializedVersion: 3 281 | m_Name: Cancel 282 | descriptiveName: 283 | descriptiveNegativeName: 284 | negativeButton: 285 | positiveButton: escape 286 | altNegativeButton: 287 | altPositiveButton: joystick button 1 288 | gravity: 1000 289 | dead: 0.001 290 | sensitivity: 1000 291 | snap: 0 292 | invert: 0 293 | type: 0 294 | axis: 0 295 | joyNum: 0 296 | -------------------------------------------------------------------------------- /Documentation/2DAnimation.md: -------------------------------------------------------------------------------- 1 | # 2D Animation 2 | 3 | ## Workflow 4 | 5 | 1. Select the Sprite in the **Sprite Editor**. 6 | 7 | 2. Build the Sprite Bones hierarchy in the **[Bone Editor](#BoneEditor)** (menu: **Sprite Editor** > **Bone Editor**). 8 | 9 | 3. Generate and edit geometry, and assign skin weights in the **[Geometry and Weight Editor](#GeoEditor)** (menu: **Sprite Editor** > **Geometry And Weight Editor**). 10 | 11 | 4. Place the Sprite in a Scene and add the **[Sprite Skin](#SpriteSkin)** component to generate the bones of the Sprite. 12 | 13 | 5. The Sprite is now ready to be animated. 14 | 15 | ## Bone Editor 16 | 17 | Create and define the bones for your Sprites and their hierarchy in the **Bone Editor**. 18 | 19 | ![Bone editor window](images/boneeditor.png) 20 | 21 | ## Create and Edit Bones 22 | 23 | There are two tools for creating bones - the **Create Bone Tool**, and the **Create Free Bone** **Tool**. With both tools, the first bone created is the **Root** bone of the Sprite's bone hierarchy. However, both tools parent newly created bones differently. 24 | 25 | If no tools are selected, the **Bone Editor** is in **Transform** mode. In this mode, select and move any bone's *Pivot*, *Body* or *Tail* around to transform its length and size. 26 | 27 | ### Create Chain Bone tool 28 | 29 | Select the **Create Bone** tool ![Create Bone icon](images/chainbonetool.png)and click anywhere in the Sprite to start creating a chain of bones. In **Create Chain Bone** mode, newly created bones are automatically parented to the previous bone in the hierarchy in a continuous chain. To deselect this tool, select **Esc**. 30 | 31 | ![Chain Bones](images/chainbones.png) 32 | 33 | ### Create Free Bone tool 34 | 35 | With the **Create Free Bone** tool, new bones are parented to the currently selected bone and ignores the bone chain hierarchy. This is useful if you need to create bones that do not form a continuous chain. 36 | 37 | To create a new bone: 38 | 39 | 1. Select and highlight a bone to be the parent. If no bone is selected, the **Root** bone is the default parent. 40 | 41 | 2. Select the tool, then click an empty location to set the starting *Pivot* of the new bone. 42 | 43 | 3. Move the cursor to where the bone should end, and click to set the *Tip* of the bone. 44 | 45 | 4. The new bone is created, parented to the bone selected in step 1. 46 | 47 | ![Free Bone tool](images/freebones.png) 48 | 49 | ### Free Move Tool 50 | 51 | Use the **Free Move** tool to detach a bone from a chain and move it independently, however it is still treated as being parented to its original parent bone. 52 | 53 | ![Free Move tool](images/freemovetool.png) 54 | 55 | ### Parent Tool 56 | 57 | The **Parent Tool** is used to change the parent of a child bone. First select the child bone, then select the **Parent Tool**, and finally select a bone to be the new parent. 58 | 59 | ![Parent tool](images/parentbonetool.png) 60 | 61 | ### Split Tool 62 | 63 | The **Split Tool** will split a selected bone. First select a bone, then select the **Split Tool**. The selected bone will be split into two even length bones. 64 | 65 | ![Split Bone ](images/splitbonetool.png) 66 | 67 | ### Delete Tool 68 | 69 | Select a bone, then click the **Delete Tool** to remove it. 70 | 71 | ## Bone Editor Shortcut Keys 72 | 73 | |**Tool**|Shortcut| 74 | |:---|:---| 75 | |**Create Chain Bone**|B| 76 | |**Create Free Bone**|N| 77 | |**Free Move**|M| 78 | |**Parent Bone**|P| 79 | |**Split Bone**|S| 80 | |**Delete**|Del| 81 | |*To deselect all tools*|Esc| 82 | 83 | ## Geometry and Weight Editor 84 | 85 | This editor is where Sprite geometry is generated, and vertex weights are then assigned to the bones to deform the geometry. 86 | 87 | ![Geo Weight editor](images/geowaiteditor.png) 88 | 89 | 90 | ### Generating Geometry Automatically 91 | 92 | Sprite geometry can be generated automatically or created manually. 93 | 94 | To auto-generate the mesh, set the editor to *Geometry mode*. 95 | 96 | ![Auto-gen Geo button](images/Geometrymode.png) 97 | 98 | Then select the *Generate* button at the top-left of the menu bar. 99 | 100 | ![Auto-gen Geo button](images/generatemesh.png) 101 | 102 | 103 | Adjust the following parameters to refine the generated geometric mesh. 104 | 105 | |Property|Function| 106 | |:---|:---| 107 | |**Outline Detail**|Density and accuracy of the mesh to the Sprite outline.| 108 | |**Alpha Tolerance**|Threshold for transparency considered when generating the outline.| 109 | |**Subdivide**|Subdivides the mesh to increase tessellation. Higher values increase the tessellation and complexity of the generated mesh.| 110 | 111 | ### Creating Geometry Manually 112 | 113 | Create mesh geometry created manually in the **Create Vertex** or **Create Edge** modes., then double-click within a Sprite's outline to select it. 114 | 115 | ![Geometry Mode select](images/createmesh.png) 116 | 117 | From the top menu, select *Create Vertex* and click anywhere within the Sprite to create vertices. Then select *Create Edge* and click on vertices to connect them together to form new edges. Select *Split Edge* and then click on an edge to split it into multiple pieces. 118 | 119 | You can create vertices and new edges directly in *Selection mode* as well. While in *Selection mode*, double-click anywhere on the Sprite to create vertices. Hold *Shift* to connect a selected vertex to another to create an edge. 120 | 121 | ## Weights Mode 122 | 123 | Select the *Weight mode*, and then select a Sprite to begin applying skin weights. Click *Auto* ![Auto button](images/auto.png) to automatically generate weights based on the Sprite's bones, which can be edited manually later. 124 | 125 | ### Editing Skin Weights 126 | 127 | The **Weight Editor** is used to manually edit skin weights. 128 | 129 | ![Weight Editor](images/weighteditor.png) 130 | 131 | There are two tools to edit the Weights - the *Slider* and the *Brush*. The *Slider* allows direct manipulation of the values of selected vertices; while the *Brush* tool allows you to 'paint' skin weights directly on the mesh. 132 | ### Weight Editor Settings 133 | 134 | |Property|Function| 135 | |:---|:---| 136 | |**Mode**|Current behavior mode of the Weight Editor| 137 | |  **Add and Subtract**|Increases/Decreases influence on vertices around the selected bone| 138 | |  **Grow and Shrink**|Increases/Decreases influence on vertices that are already affected by the selected bone. | 139 | |  **Smooth**|Averages the weights of vertices with their neighbors, creating smoother deformations.| 140 | |**Bone** (unavailable if *Mode: Smooth*)|Displays currently selected Bone. A different Bone can be selected via the drop-down menu.| 141 | |**Normalize**| Enable to ensure the normalized weight of selected vertices is equal to 1.| 142 | |**Amount**|Amount of weight applied on selected vertices| 143 | |_*Following available in the Brush Weight editor only_| 144 | |**Size**|Size of the brush cursor.| 145 | |**Hardness**|Amount of weight applied by the brush. Higher values increase the weight per brushstroke.| 146 | |**Step**|Number of increments needed to apply the full weight of brush.| 147 | 148 | The weights for selected vertices can be viewed and further adjusted with the vertex inspector located at the bottom-left of the Editor window. 149 | 150 | ![Weight inspector](images/weightinspector.png) 151 | 152 | You can preview the effect of the painted weights within the **Sprite Editor**. Select and hold a bone to move or rotate it. The Sprite's geometry mesh deforms according to the weights painted. Releasing the bones resets them and the mesh back to their original state. 153 | 154 | ## Sprite Skin Component 155 | 156 | The **Sprite Skin** component is needed for the bones to deform the Sprite mesh in the Scene. 157 | ![Sprite Skin component](images/spriteskincomponent.png) 158 | 159 | 1. Drag and drop the Sprite Asset onto the Scene after its bones, geometry, and weights have been are set-up in the **Sprite Editor**. 160 | 2. Add the **Sprite Skin** component to the Sprite. 161 | 3. Click **Create Bones** to generate the bone hierarchy of the Sprite in the Scene. 162 | 163 | ![Bone hierarcy in Scene](images/bonehierarchy.png) 164 | 165 | Select and hold a bone to pivot it around its head and deform the Sprite's mesh directly in the Scene to begin animating it. 166 | 167 | ![Plunkah Deform](images/PlunkahDeform.png) 168 | 169 | *Shift+click* to select multiple bones at once. Moving selected bones together deforms the mesh across all of them. 170 | 171 | ![Plunkah chain deform](images/PlunkahChainBoneDeform.png) 172 | 173 | Bones that are not directly chained together can also be selected and moved together. Areas of the mesh influenced by the *unselected* bones are not deformed. 174 | 175 | ![Plunkah free bone deform](images/PlunkahFreeBoneDeform.png) 176 | 177 | 178 | Select and hold the head of a bone to detach it from the previous bone in the chain, the mesh will deform accordingly. 179 | 180 | ![Plunkah detached deform](images/PlunkahDetachedDeform.png) 181 | 182 | Use the standard **Transform** tools to deform the Sprite's geometry mesh for greater precision. Note that the **Rect Transform** tool *cannot* be used to transform the bone gizmos. 183 | 184 | ![Transform tools](images/bonetransform.png) 185 | 186 | -------------------------------------------------------------------------------- /Third-Party Notices.md: -------------------------------------------------------------------------------- 1 | This asset is governed by the Asset Store EULA; however, the following components are governed by the licenses indicated below: 2 | 3 | A. Roboto 4 | 5 | Copyright Google 2004 6 | 7 | Apache 2.0 8 | 9 | TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION 10 | 11 | 1. Definitions. 12 | 13 | "License" shall mean the terms and conditions for use, reproduction, 14 | and distribution as defined by Sections 1 through 9 of this document. 15 | 16 | "Licensor" shall mean the copyright owner or entity authorized by 17 | the copyright owner that is granting the License. 18 | 19 | "Legal Entity" shall mean the union of the acting entity and all 20 | other entities that control, are controlled by, or are under common 21 | control with that entity. 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The text should be enclosed in the appropriate 188 | comment syntax for the file format. We also recommend that a 189 | file or class name and description of purpose be included on the 190 | same "printed page" as the copyright notice for easier 191 | identification within third-party archives. 192 | 193 | Copyright 2004 Google 194 | 195 | Licensed under the Apache License, Version 2.0 (the "License"); 196 | you may not use this file except in compliance with the License. 197 | You may obtain a copy of the License at 198 | 199 | http://www.apache.org/licenses/LICENSE-2.0 200 | 201 | Unless required by applicable law or agreed to in writing, software 202 | distributed under the License is distributed on an "AS IS" BASIS, 203 | WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 204 | See the License for the specific language governing permissions and 205 | limitations under the License. -------------------------------------------------------------------------------- /Assets/Unity Technologies/2D Animation/Third-Party Notices.md: -------------------------------------------------------------------------------- 1 | This asset is governed by the Asset Store EULA; however, the following components are governed by the licenses indicated below: 2 | 3 | A. Roboto 4 | 5 | Copyright Google 2004 6 | 7 | Apache 2.0 8 | 9 | TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION 10 | 11 | 1. Definitions. 12 | 13 | "License" shall mean the terms and conditions for use, reproduction, 14 | and distribution as defined by Sections 1 through 9 of this document. 15 | 16 | "Licensor" shall mean the copyright owner or entity authorized by 17 | the copyright owner that is granting the License. 18 | 19 | "Legal Entity" shall mean the union of the acting entity and all 20 | other entities that control, are controlled by, or are under common 21 | control with that entity. For the purposes of this definition, 22 | "control" means (i) the power, direct or indirect, to cause the 23 | direction or management of such entity, whether by contract or 24 | otherwise, or (ii) ownership of fifty percent (50%) or more of the 25 | outstanding shares, or (iii) beneficial ownership of such entity. 26 | 27 | "You" (or "Your") shall mean an individual or Legal Entity 28 | exercising permissions granted by this License. 29 | 30 | "Source" form shall mean the preferred form for making modifications, 31 | including but not limited to software source code, documentation 32 | source, and configuration files. 33 | 34 | "Object" form shall mean any form resulting from mechanical 35 | transformation or translation of a Source form, including but 36 | not limited to compiled object code, generated documentation, 37 | and conversions to other media types. 38 | 39 | "Work" shall mean the work of authorship, whether in Source or 40 | Object form, made available under the License, as indicated by a 41 | copyright notice that is included in or attached to the work 42 | (an example is provided in the Appendix below). 43 | 44 | "Derivative Works" shall mean any work, whether in Source or Object 45 | form, that is based on (or derived from) the Work and for which the 46 | editorial revisions, annotations, elaborations, or other modifications 47 | represent, as a whole, an original work of authorship. For the purposes 48 | of this License, Derivative Works shall not include works that remain 49 | separable from, or merely link (or bind by name) to the interfaces of, 50 | the Work and Derivative Works thereof. 51 | 52 | "Contribution" shall mean any work of authorship, including 53 | the original version of the Work and any modifications or additions 54 | to that Work or Derivative Works thereof, that is intentionally 55 | submitted to Licensor for inclusion in the Work by the copyright owner 56 | or by an individual or Legal Entity authorized to submit on behalf of 57 | the copyright owner. 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Subject to the terms and conditions of 78 | this License, each Contributor hereby grants to You a perpetual, 79 | worldwide, non-exclusive, no-charge, royalty-free, irrevocable 80 | (except as stated in this section) patent license to make, have made, 81 | use, offer to sell, sell, import, and otherwise transfer the Work, 82 | where such license applies only to those patent claims licensable 83 | by such Contributor that are necessarily infringed by their 84 | Contribution(s) alone or by combination of their Contribution(s) 85 | with the Work to which such Contribution(s) was submitted. If You 86 | institute patent litigation against any entity (including a 87 | cross-claim or counterclaim in a lawsuit) alleging that the Work 88 | or a Contribution incorporated within the Work constitutes direct 89 | or contributory patent infringement, then any patent licenses 90 | granted to You under this License for that Work shall terminate 91 | as of the date such litigation is filed. 92 | 93 | 4. Redistribution. You may reproduce and distribute copies of the 94 | Work or Derivative Works thereof in any medium, with or without 95 | modifications, and in Source or Object form, provided that You 96 | meet the following conditions: 97 | 98 | (a) You must give any other recipients of the Work or 99 | Derivative Works a copy of this License; and 100 | 101 | (b) You must cause any modified files to carry prominent notices 102 | stating that You changed the files; and 103 | 104 | (c) You must retain, in the Source form of any Derivative Works 105 | that You distribute, all copyright, patent, trademark, and 106 | attribution notices from the Source form of the Work, 107 | excluding those notices that do not pertain to any part of 108 | the Derivative Works; and 109 | 110 | (d) If the Work includes a "NOTICE" text file as part of its 111 | distribution, then any Derivative Works that You distribute must 112 | include a readable copy of the attribution notices contained 113 | within such NOTICE file, excluding those notices that do not 114 | pertain to any part of the Derivative Works, in at least one 115 | of the following places: within a NOTICE text file distributed 116 | as part of the Derivative Works; within the Source form or 117 | documentation, if provided along with the Derivative Works; or, 118 | within a display generated by the Derivative Works, if and 119 | wherever such third-party notices normally appear. The contents 120 | of the NOTICE file are for informational purposes only and 121 | do not modify the License. You may add Your own attribution 122 | notices within Derivative Works that You distribute, alongside 123 | or as an addendum to the NOTICE text from the Work, provided 124 | that such additional attribution notices cannot be construed 125 | as modifying the License. 126 | 127 | You may add Your own copyright statement to Your modifications and 128 | may provide additional or different license terms and conditions 129 | for use, reproduction, or distribution of Your modifications, or 130 | for any such Derivative Works as a whole, provided Your use, 131 | reproduction, and distribution of the Work otherwise complies with 132 | the conditions stated in this License. 133 | 134 | 5. Submission of Contributions. Unless You explicitly state otherwise, 135 | any Contribution intentionally submitted for inclusion in the Work 136 | by You to the Licensor shall be under the terms and conditions of 137 | this License, without any additional terms or conditions. 138 | Notwithstanding the above, nothing herein shall supersede or modify 139 | the terms of any separate license agreement you may have executed 140 | with Licensor regarding such Contributions. 141 | 142 | 6. Trademarks. This License does not grant permission to use the trade 143 | names, trademarks, service marks, or product names of the Licensor, 144 | except as required for reasonable and customary use in describing the 145 | origin of the Work and reproducing the content of the NOTICE file. 146 | 147 | 7. Disclaimer of Warranty. Unless required by applicable law or 148 | agreed to in writing, Licensor provides the Work (and each 149 | Contributor provides its Contributions) on an "AS IS" BASIS, 150 | WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or 151 | implied, including, without limitation, any warranties or conditions 152 | of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A 153 | PARTICULAR PURPOSE. You are solely responsible for determining the 154 | appropriateness of using or redistributing the Work and assume any 155 | risks associated with Your exercise of permissions under this License. 156 | 157 | 8. Limitation of Liability. In no event and under no legal theory, 158 | whether in tort (including negligence), contract, or otherwise, 159 | unless required by applicable law (such as deliberate and grossly 160 | negligent acts) or agreed to in writing, shall any Contributor be 161 | liable to You for damages, including any direct, indirect, special, 162 | incidental, or consequential damages of any character arising as a 163 | result of this License or out of the use or inability to use the 164 | Work (including but not limited to damages for loss of goodwill, 165 | work stoppage, computer failure or malfunction, or any and all 166 | other commercial damages or losses), even if such Contributor 167 | has been advised of the possibility of such damages. 168 | 169 | 9. Accepting Warranty or Additional Liability. While redistributing 170 | the Work or Derivative Works thereof, You may choose to offer, 171 | and charge a fee for, acceptance of support, warranty, indemnity, 172 | or other liability obligations and/or rights consistent with this 173 | License. However, in accepting such obligations, You may act only 174 | on Your own behalf and on Your sole responsibility, not on behalf 175 | of any other Contributor, and only if You agree to indemnify, 176 | defend, and hold each Contributor harmless for any liability 177 | incurred by, or claims asserted against, such Contributor by reason 178 | of your accepting any such warranty or additional liability. 179 | 180 | END OF TERMS AND CONDITIONS 181 | 182 | APPENDIX: How to apply the Apache License to your work. 183 | 184 | To apply the Apache License to your work, attach the following 185 | boilerplate notice, with the fields enclosed by brackets "[]" 186 | replaced with your own identifying information. (Don't include 187 | the brackets!) The text should be enclosed in the appropriate 188 | comment syntax for the file format. We also recommend that a 189 | file or class name and description of purpose be included on the 190 | same "printed page" as the copyright notice for easier 191 | identification within third-party archives. 192 | 193 | Copyright 2004 Google 194 | 195 | Licensed under the Apache License, Version 2.0 (the "License"); 196 | you may not use this file except in compliance with the License. 197 | You may obtain a copy of the License at 198 | 199 | http://www.apache.org/licenses/LICENSE-2.0 200 | 201 | Unless required by applicable law or agreed to in writing, software 202 | distributed under the License is distributed on an "AS IS" BASIS, 203 | WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 204 | See the License for the specific language governing permissions and 205 | limitations under the License. -------------------------------------------------------------------------------- /Documentation/2DIK.md: -------------------------------------------------------------------------------- 1 | # 2D Inverse Kinematics (IK) 2 | 3 | # Overview 4 | 5 | The 2D [Inverse Kinematics](https://docs.unity3d.com/Manual/InverseKinematics.html) (IK) package allows you to apply **2D IK** to the bones and Transforms of your characters’ animation skeletons. . 2D IK automatically calculates for the positions and rotations of the a chain of bones moving towards a target position. This makes it easier to pose and animate character limbs for animation, or to manipulate a skeleton in real-time, as manually keyframing the chain of bones is not required. 6 | 7 | # Workflow 8 | 9 | The following workflow continues from the [2D Animation](https://docs.unity3d.com/Packages/com.unity.2d.animation@2.0/manual/index.html) workflow, and demonstrates how to apply **2D IK** to your character skeletons. 10 | 11 | 1. Refer to the hierarchy of bones created with the [Bone Editor](https://github.com/Unity-Technologies/2d-animation-samples/blob/master/Documentation/2DAnimation.md#BoneEditor) (refer to documentation on [2D Animation](https://github.com/Unity-Technologies/2d-animation-samples/blob/master/Documentation/2DAnimation.md) for further information). 12 | 13 | 14 | 2. Add the [IK Manager 2D](#IKManager) component to the GameObject at the top of the hierarchy. This is usually the main root bone of the entire character skeleton. 15 | 16 | 17 | 3. Add to the [IK Solvers](#IKSolvers) list by selecting which type of **IK Solver** to use. The IK Solvers are also added as additional GameObjects in the hierarchy. 18 | 19 | 20 | 4. With an **IK Solver** selected, select its **Effector** bone/Transform . Create or set a [Target](#target) for the IK Solver. 21 | 22 | 23 | 5. Position bones by moving the **Target.** Transforms to move the chain of bones with IK applied. 24 | 25 | # IK Solvers 26 | 27 | The **IK Solver** calculates the position and rotation the Effector and its connected bones should take to achieve their Target position. Each type of **IK Solver** has its own algorithm that makes them better suited to different kinds of conditions. 28 | 29 | The following are properties are available to all Solvers: 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 |
PropertyDescription
EffectorDefine the bone or Transform the IK Solver solves for.
TargetThe Transform which is used to indicate the desired position for the Effector..
Constrain RotationThis constrains the rotation of the Effector to the rotation of the Target.
Restore Default PoseEnable to restore the bones to their original positions before 2D IK is applied. Disable to apply 2D IK in relation to the Effector’s current position and rotation.
WeightUse the slider to adjust the degree the IK Solver’s solution affects the original Transform positions. At the lowest value of 0, the IK solution is ignored. At the maximum value of 1 the IK solution is fully applied. This value is further influenced by the IK Manager's master Weight setting.
The following properties are only available to Chain (CCD) and Chain (FABRIK) -
Chain LengthThe number of bones/Transforms (starting from the Effector) in the chain that the IK solution is applied to.
IterationsThe number of times the algorithm runs.
ToleranceThe threshold where the Target is considered to have reached its destination position, and when the IK Solver stops iterating.
73 | 74 | # IK Manager 2D 75 | 76 | The **IK Manager 2D** component controls the **IK Solvers** in the hierarchy. Add the Manager component to the highest bone in the hierarchy, commonly referred to as the *Root* bone. 77 | 78 | 1. In this example, add the component to *PlunkahG* as it is the *Root* bone in the hierarchy 79 | ![Add Root Plunkah](images/2D_IK_Image 1.png) 80 | 81 | 82 | 2. To add an IK Solver, click the + symbol at the bottom right of the *IK Solvers* list (see below). 83 | ![image alt text](images/2D_IK_Image 2.jpg) 84 | 85 | 86 | 3. A drop-down menu then appears with three options - **Chain (CCD)**, **Chain (FABRIK)**, and **Limb**. Each type of [IK Solver](#IKSolvers) uses a different algorithm to solve for the position of Effectors. 87 | ![image alt text](images/2D_IK_Image 3.jpg) 88 | 89 | **IK Solvers** are iterated in descending order, with Solvers lower in the list referring to the positions set by the Solvers higher in the list. The order of Solvers usually reflects the order of bones/Transforms in the skeleton hierarchy. 90 | 91 | For example, if the arm bone is the child of the torso bone, then the torso's IK Solver should be set above the arm’s Solver in the list. Rearrange the Solvers by dragging the leftmost edge of a row up or down. 92 | 93 | ## Weight 94 | 95 | Weight measures the degree that a Solver’s solution affects the positions of the bones/Transforms in the chain. The **IK Manager 2D** has a master Weight property that affects all Solvers it controls. It is applied in addition to the Solver’s individual Weight settings. 96 | 97 | ## Restore Default Pose 98 | 99 | Click this to reset all bones and Transforms back to their original positions. 100 | 101 | ## Limb 102 | 103 | This is a standard two bone Solver that is ideal for posing joints such as arms and legs. This Solver’s chain length is fixed to three bones - starting from the Effector bone/Transform and including up to two additional bones in its chain. 104 | 105 | ## Chain (CCD) - Cyclic Coordinate Descent 106 | 107 | This IK Solver uses the *Cyclic Coordinate Descent* algorithm,which gradually becomes more accurate the more times thealgorithm is run. The Solver stops running once the set [tolerance](#tolerance) or [number of iterations](#runs) is reached. 108 | 109 | The following property is only available to the **Chain (CCD) IK Solver**: 110 | 111 | 112 | 113 | 114 | 115 | 116 | 117 | 118 | 119 | 120 |
PropertyDescription
VelocityThe speed the IK algorithm is applied to the Effector until it reaches its destination.
121 | 122 | 123 | 124 | ## Chain (FABRIK) - Forward And Backward Reaching Inverse Kinematics 125 | 126 | This **IK Solver** uses the *Forward And Backward Reaching Inverse Kinematics* (FABRIK) algorithm. It is similar to **Chain (CCD)** as its solution becomes more accurate the more times its algorithm is run. The Solver stops running once the set [tolerance](#tolerance) or [number of iterations](#runs) is reached. 127 | 128 | The **Chain (FABRIK)** Solver generally takes less iterations to reach the **Target's** destination compared to **Chain (CCD)**, but is slower per iteration if rotation limits are applied to the chain. This Solver is able to adapt quickly to if the bones are manipulated in real-time to different positions. 129 | 130 | # Create a Target 131 | 132 | After creating an **IK Solver**, the next step is to set the **Effector** bone/Transform and its **Target**. A **Target** is a Transform that represents the target position the Effector attempts to reach. As the Effector moves towards the Target position, the IK Solver calculates for the position and rotation of the Effector and the chain of bones it is connected to. 133 | 134 | Follow the steps below to set a **Target**: 135 | 136 | 1. Select the last bone in the chain. 137 | ![image alt text](images/2D_IK_Image 4.png) 138 | 139 | 140 | 2. Create an empty **Transform** (right-click > Create Empty). It is automatically created as a child of the highlighted bone. 141 | 142 | 143 | 3. Move the position of the Transform to the tip of the last bone in the chain. 144 | ![image alt text](images/2D_IK_Image 5.png) 145 | 146 | 147 | 4. Select the **IK Solver.** With its Inspector window open, drag the Transform from the hierarchy onto the **Effector** field 148 | ![image alt text](images/2D_IK_Image 6.jpg) 149 | 150 | 151 | 5. Click the **Create Target** button. A Target is created at the Transform's position. 152 | ![image alt text](images/2D_IK_Image 7.png) 153 | 154 | If the **Create Target** button appears inactive, ensure that the [Chain Length](#ChainL) value is set to one or greater. 155 | 156 | 6. The Target is created as a child of the IK Solver. It appears as a circle gizmo in the Scene view. Move the **Target** to manipulate the connected chain of bones. 157 | ![image alt text](images/2D_IK_Image 8.png) 158 | 159 | # Scripting API Reference 160 | 161 | ## Adding New Solvers 162 | 163 | You can add your own solver by extending from the class **Solver2D**. Your extended class will then show up as a new solver under the solver menu in the **IKManager2D** component. 164 | 165 | ### Solver2D 166 | 167 | This is the base class for all IK Solvers in this package. **IKManager2D** will detect all classes extending this and accept it as a Solver it can control. Implement or override the following methods to create your own IK Solver: 168 | 169 | - protected abstract int GetChainCount() 170 | 171 | This function returns the number of IK chains the solver owns. Use this to return the number of IK chains your solver owns. 172 | 173 | - public abstract IKChain2D GetChain(int index) 174 | 175 | This function returns the IKChain2D at the given index. Use this to return the IKChain2D your solver owns at the given index. 176 | 177 | - protected virtual bool DoValidate() 178 | 179 | This function does validation for all parameters passed into the solver. Use this to check if your solver is set up correctly with all inputs. 180 | 181 | - protected virtual void DoInitialize() 182 | 183 | This function initializes the solver and builds the IK chains owned by the solver. This is called whenever the solver is invalid after changing the target of the solver or other parameters of the solver. Use this to do initialize all the data from the parameters given to the solver, such as the IK chains owned by the solver. 184 | 185 | - protected virtual void DoPrepare() 186 | 187 | This function prepares and converts the information of the Transforms (position, rotation, IK parameters etc) to structures which can be used by the IK algorithms. Use this to do any work to gather data used by your solver when updating the IK positions. 188 | 189 | - protected abstract void DoUpdateIK(List effectorPositions) 190 | 191 | This function calculates and sets the desired IK positions for the Transforms controlled by the solver given a list of effector positions for each chain owned by the solver. The effector positions may be overridden by user positions if manipulated from the SceneView. 192 | 193 | - protected virtual Transform GetPlaneRootTransform() 194 | 195 | This function returns the transform whose localspace XY plane is used to perform IK calculations. Use this to define the Transform used. 196 | 197 | ### IKChain2D 198 | 199 | This is the class which stores the transforms involved in an IK chain. When a chain is set up with a target and a transform count, initializing the Solver will populate the chain with the right transforms if valid. 200 | 201 | - Target - The transform to perform IK on to reach a desired position. 202 | - Effector - The transform which is used as the desired position for the target. 203 | - TransformCount - The number of transforms involved in the IK solution starting from the target. This is generally equivalent to ChainLength in solvers. 204 | - Transforms - All transforms involved in the chain. In general, the last transform in this is the target transform and the first transform is considered the root transform for the chain. 205 | - Lengths - The lengths between each transform in the chain. 206 | 207 | ### Solver2DMenu 208 | 209 | This attribute allows you to tag your Solver2D with a different name under the IKManager2D. Use this if you do not want to use the name of the class of the Solver2D. 210 | 211 | Example for LimbSolver2D:[Solver2DMenuAttribute("Limb")] 212 | -------------------------------------------------------------------------------- /Assets/Unity Technologies/2D Animation/Samples/Fonts/LICENSE.txt: -------------------------------------------------------------------------------- 1 | 2 | Apache License 3 | Version 2.0, January 2004 4 | http://www.apache.org/licenses/ 5 | 6 | TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION 7 | 8 | 1. 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