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@anatawa12
Created August 18, 2023 08:20
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Creates Idle face animation from SkinnedMeshRenderer
/*
* CreateIdleAnimation
* Creates Idle face animation from SkinnedMeshRenderer
* https://gist.github.com/anatawa12/667a1b7a892f121a7572bdec325442ea
*
* Click `Tools/anatawa12 gists/FindPhysBoneAffectedTransforms` to open this window.
*
* MIT License
*
* Copyright (c) 2023 anatawa12
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#if UNITY_EDITOR && (!ANATAWA12_GISTS_VPM_PACKAGE || GIST_667a1b7a892f121a7572bdec325442ea)
using UnityEditor;
using UnityEngine;
namespace anatawa12.gists
{
internal static class CreateIdleAnimation
{
private const string GIST_NAME = "CreateIdleAnimation";
private const string MENU = "CONTEXT/SkinnedMeshRenderer/anatawa12 gists/" + GIST_NAME;
[MenuItem(MENU, true, 49)]
private static bool Check()
{
return Selection.activeGameObject;
}
[MenuItem(MENU, false, 49)]
private static void ExecuteManualBake(MenuCommand menuCommand)
{
var renderer = menuCommand.context as SkinnedMeshRenderer;
if (!renderer) return;
var mesh = renderer.sharedMesh;
if (!mesh) return;
var path = EditorUtility.SaveFilePanelInProject("Save Animation", "idle.anim", "anim", "Save Animation");
if (string.IsNullOrEmpty(path)) return;
var anim = new AnimationClip();
for (var i = 0; i < mesh.blendShapeCount; i++)
{
var name = mesh.GetBlendShapeName(i);
var value = renderer.GetBlendShapeWeight(i);
AnimationUtility.SetEditorCurve(anim,
renderer.name, typeof(SkinnedMeshRenderer), $"blendShape.{name}",
AnimationCurve.Constant(0, 1, value));
}
AssetDatabase.CreateAsset(anim, path);
}
}
}
#endif
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