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	Merge branch 'main' of https://github.com/DerTyp187/defrain
This commit is contained in:
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|       parentName: Human without head(Clone) | ||||
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|       parentName: Shoulder_L | ||||
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|     - name: Forearm_L | ||||
|       parentName: Upperarm_L | ||||
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|     - name: Hand_L | ||||
|       parentName: Forearm_L | ||||
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|     - name: PinkeyKnuckle_L | ||||
|       parentName: Hand_L | ||||
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|       scale: {x: 1.0000005, y: 1.0000004, z: 0.99999994} | ||||
|     - name: PinkeyTip_L | ||||
|       parentName: PinkeyKnuckle_L | ||||
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|     - name: RingKnuckle_L | ||||
|       parentName: Hand_L | ||||
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|       scale: {x: 1, y: 1.0000004, z: 0.9999999} | ||||
|     - name: RingTip_L | ||||
|       parentName: RingKnuckle_L | ||||
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|       scale: {x: 1.0000004, y: 1.0000005, z: 0.9999998} | ||||
|     - name: MiddleKnuckle_L | ||||
|       parentName: Hand_L | ||||
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|       scale: {x: 1.0000002, y: 1.0000001, z: 1} | ||||
|     - name: MiddleTip_L | ||||
|       parentName: MiddleKnuckle_L | ||||
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|         value: {x: 0, y: 0, z: 0} | ||||
|         length: 0 | ||||
|         modified: 0 | ||||
|     - boneName: Neck | ||||
|       humanName: Neck | ||||
|       limit: | ||||
|         min: {x: 0, y: 0, z: 0} | ||||
|         max: {x: 0, y: 0, z: 0} | ||||
|         value: {x: 0, y: 0, z: 0} | ||||
|         length: 0 | ||||
|         modified: 0 | ||||
|     - boneName: Head | ||||
|       humanName: Head | ||||
|       limit: | ||||
|         min: {x: 0, y: 0, z: 0} | ||||
|         max: {x: 0, y: 0, z: 0} | ||||
|         value: {x: 0, y: 0, z: 0} | ||||
|         length: 0 | ||||
|         modified: 0 | ||||
|     - boneName: Shoulder_L | ||||
|       humanName: LeftShoulder | ||||
|       limit: | ||||
|         min: {x: 0, y: 0, z: 0} | ||||
|         max: {x: 0, y: 0, z: 0} | ||||
|         value: {x: 0, y: 0, z: 0} | ||||
|         length: 0 | ||||
|         modified: 0 | ||||
|     - boneName: Shoulder_R | ||||
|       humanName: RightShoulder | ||||
|       limit: | ||||
|         min: {x: 0, y: 0, z: 0} | ||||
|         max: {x: 0, y: 0, z: 0} | ||||
|         value: {x: 0, y: 0, z: 0} | ||||
|         length: 0 | ||||
|         modified: 0 | ||||
|     - boneName: Upperarm_L | ||||
|       humanName: LeftUpperArm | ||||
|       limit: | ||||
|         min: {x: 0, y: 0, z: 0} | ||||
|         max: {x: 0, y: 0, z: 0} | ||||
|         value: {x: 0, y: 0, z: 0} | ||||
|         length: 0 | ||||
|         modified: 0 | ||||
|     - boneName: Upperarm_R | ||||
|       humanName: RightUpperArm | ||||
|       limit: | ||||
|         min: {x: 0, y: 0, z: 0} | ||||
|         max: {x: 0, y: 0, z: 0} | ||||
|         value: {x: 0, y: 0, z: 0} | ||||
|         length: 0 | ||||
|         modified: 0 | ||||
|     - boneName: Forearm_L | ||||
|       humanName: LeftLowerArm | ||||
|       limit: | ||||
|         min: {x: 0, y: 0, z: 0} | ||||
|         max: {x: 0, y: 0, z: 0} | ||||
|         value: {x: 0, y: 0, z: 0} | ||||
|         length: 0 | ||||
|         modified: 0 | ||||
|     - boneName: Forearm_R | ||||
|       humanName: RightLowerArm | ||||
|       limit: | ||||
|         min: {x: 0, y: 0, z: 0} | ||||
|         max: {x: 0, y: 0, z: 0} | ||||
|         value: {x: 0, y: 0, z: 0} | ||||
|         length: 0 | ||||
|         modified: 0 | ||||
|     - boneName: Hand_L | ||||
|       humanName: LeftHand | ||||
|       limit: | ||||
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|         max: {x: 0, y: 0, z: 0} | ||||
|         value: {x: 0, y: 0, z: 0} | ||||
|         length: 0 | ||||
|         modified: 0 | ||||
|     - boneName: Hand_R | ||||
|       humanName: RightHand | ||||
|       limit: | ||||
|         min: {x: 0, y: 0, z: 0} | ||||
|         max: {x: 0, y: 0, z: 0} | ||||
|         value: {x: 0, y: 0, z: 0} | ||||
|         length: 0 | ||||
|         modified: 0 | ||||
|     - boneName: Toes_L | ||||
|       humanName: LeftToes | ||||
|       limit: | ||||
|         min: {x: 0, y: 0, z: 0} | ||||
|         max: {x: 0, y: 0, z: 0} | ||||
|         value: {x: 0, y: 0, z: 0} | ||||
|         length: 0 | ||||
|         modified: 0 | ||||
|     - boneName: Toes_R | ||||
|       humanName: RightToes | ||||
|       limit: | ||||
|         min: {x: 0, y: 0, z: 0} | ||||
|         max: {x: 0, y: 0, z: 0} | ||||
|         value: {x: 0, y: 0, z: 0} | ||||
|         length: 0 | ||||
|         modified: 0 | ||||
|     - boneName: ThumbKnuckle_L | ||||
|       humanName: Left Thumb Proximal | ||||
|       limit: | ||||
|         min: {x: 0, y: 0, z: 0} | ||||
|         max: {x: 0, y: 0, z: 0} | ||||
|         value: {x: 0, y: 0, z: 0} | ||||
|         length: 0 | ||||
|         modified: 0 | ||||
|     - boneName: ThumbTip_L | ||||
|       humanName: Left Thumb Intermediate | ||||
|       limit: | ||||
|         min: {x: 0, y: 0, z: 0} | ||||
|         max: {x: 0, y: 0, z: 0} | ||||
|         value: {x: 0, y: 0, z: 0} | ||||
|         length: 0 | ||||
|         modified: 0 | ||||
|     - boneName: PointerKnuckle_L | ||||
|       humanName: Left Index Proximal | ||||
|       limit: | ||||
|         min: {x: 0, y: 0, z: 0} | ||||
|         max: {x: 0, y: 0, z: 0} | ||||
|         value: {x: 0, y: 0, z: 0} | ||||
|         length: 0 | ||||
|         modified: 0 | ||||
|     - boneName: PointerTip_L | ||||
|       humanName: Left Index Intermediate | ||||
|       limit: | ||||
|         min: {x: 0, y: 0, z: 0} | ||||
|         max: {x: 0, y: 0, z: 0} | ||||
|         value: {x: 0, y: 0, z: 0} | ||||
|         length: 0 | ||||
|         modified: 0 | ||||
|     - boneName: MiddleKnuckle_L | ||||
|       humanName: Left Middle Proximal | ||||
|       limit: | ||||
|         min: {x: 0, y: 0, z: 0} | ||||
|         max: {x: 0, y: 0, z: 0} | ||||
|         value: {x: 0, y: 0, z: 0} | ||||
|         length: 0 | ||||
|         modified: 0 | ||||
|     - boneName: MiddleTip_L | ||||
|       humanName: Left Middle Intermediate | ||||
|       limit: | ||||
|         min: {x: 0, y: 0, z: 0} | ||||
|         max: {x: 0, y: 0, z: 0} | ||||
|         value: {x: 0, y: 0, z: 0} | ||||
|         length: 0 | ||||
|         modified: 0 | ||||
|     - boneName: RingKnuckle_L | ||||
|       humanName: Left Ring Proximal | ||||
|       limit: | ||||
|         min: {x: 0, y: 0, z: 0} | ||||
|         max: {x: 0, y: 0, z: 0} | ||||
|         value: {x: 0, y: 0, z: 0} | ||||
|         length: 0 | ||||
|         modified: 0 | ||||
|     - boneName: RingTip_L | ||||
|       humanName: Left Ring Intermediate | ||||
|       limit: | ||||
|         min: {x: 0, y: 0, z: 0} | ||||
|         max: {x: 0, y: 0, z: 0} | ||||
|         value: {x: 0, y: 0, z: 0} | ||||
|         length: 0 | ||||
|         modified: 0 | ||||
|     - boneName: PinkeyKnuckle_L | ||||
|       humanName: Left Little Proximal | ||||
|       limit: | ||||
|         min: {x: 0, y: 0, z: 0} | ||||
|         max: {x: 0, y: 0, z: 0} | ||||
|         value: {x: 0, y: 0, z: 0} | ||||
|         length: 0 | ||||
|         modified: 0 | ||||
|     - boneName: PinkeyTip_L | ||||
|       humanName: Left Little Intermediate | ||||
|       limit: | ||||
|         min: {x: 0, y: 0, z: 0} | ||||
|         max: {x: 0, y: 0, z: 0} | ||||
|         value: {x: 0, y: 0, z: 0} | ||||
|         length: 0 | ||||
|         modified: 0 | ||||
|     - boneName: ThumbKnuckle_R | ||||
|       humanName: Right Thumb Proximal | ||||
|       limit: | ||||
|         min: {x: 0, y: 0, z: 0} | ||||
|         max: {x: 0, y: 0, z: 0} | ||||
|         value: {x: 0, y: 0, z: 0} | ||||
|         length: 0 | ||||
|         modified: 0 | ||||
|     - boneName: ThumbTip_R | ||||
|       humanName: Right Thumb Intermediate | ||||
|       limit: | ||||
|         min: {x: 0, y: 0, z: 0} | ||||
|         max: {x: 0, y: 0, z: 0} | ||||
|         value: {x: 0, y: 0, z: 0} | ||||
|         length: 0 | ||||
|         modified: 0 | ||||
|     - boneName: PointerKnuckle_R | ||||
|       humanName: Right Index Proximal | ||||
|       limit: | ||||
|         min: {x: 0, y: 0, z: 0} | ||||
|         max: {x: 0, y: 0, z: 0} | ||||
|         value: {x: 0, y: 0, z: 0} | ||||
|         length: 0 | ||||
|         modified: 0 | ||||
|     - boneName: PointerTip_R | ||||
|       humanName: Right Index Intermediate | ||||
|       limit: | ||||
|         min: {x: 0, y: 0, z: 0} | ||||
|         max: {x: 0, y: 0, z: 0} | ||||
|         value: {x: 0, y: 0, z: 0} | ||||
|         length: 0 | ||||
|         modified: 0 | ||||
|     - boneName: MiddleKnuckle_R | ||||
|       humanName: Right Middle Proximal | ||||
|       limit: | ||||
|         min: {x: 0, y: 0, z: 0} | ||||
|         max: {x: 0, y: 0, z: 0} | ||||
|         value: {x: 0, y: 0, z: 0} | ||||
|         length: 0 | ||||
|         modified: 0 | ||||
|     - boneName: MiddleTip_R | ||||
|       humanName: Right Middle Intermediate | ||||
|       limit: | ||||
|         min: {x: 0, y: 0, z: 0} | ||||
|         max: {x: 0, y: 0, z: 0} | ||||
|         value: {x: 0, y: 0, z: 0} | ||||
|         length: 0 | ||||
|         modified: 0 | ||||
|     - boneName: RingKnuckle_R | ||||
|       humanName: Right Ring Proximal | ||||
|       limit: | ||||
|         min: {x: 0, y: 0, z: 0} | ||||
|         max: {x: 0, y: 0, z: 0} | ||||
|         value: {x: 0, y: 0, z: 0} | ||||
|         length: 0 | ||||
|         modified: 0 | ||||
|     - boneName: RingTip_R | ||||
|       humanName: Right Ring Intermediate | ||||
|       limit: | ||||
|         min: {x: 0, y: 0, z: 0} | ||||
|         max: {x: 0, y: 0, z: 0} | ||||
|         value: {x: 0, y: 0, z: 0} | ||||
|         length: 0 | ||||
|         modified: 0 | ||||
|     - boneName: PinkeyKnuckle_R | ||||
|       humanName: Right Little Proximal | ||||
|       limit: | ||||
|         min: {x: 0, y: 0, z: 0} | ||||
|         max: {x: 0, y: 0, z: 0} | ||||
|         value: {x: 0, y: 0, z: 0} | ||||
|         length: 0 | ||||
|         modified: 0 | ||||
|     - boneName: PinkeyTip_R | ||||
|       humanName: Right Little Intermediate | ||||
|       limit: | ||||
|         min: {x: 0, y: 0, z: 0} | ||||
|         max: {x: 0, y: 0, z: 0} | ||||
|         value: {x: 0, y: 0, z: 0} | ||||
|         length: 0 | ||||
|         modified: 0 | ||||
|     - boneName: LowerChest | ||||
|       humanName: Chest | ||||
|       limit: | ||||
|         min: {x: 0, y: 0, z: 0} | ||||
|         max: {x: 0, y: 0, z: 0} | ||||
|         value: {x: 0, y: 0, z: 0} | ||||
|         length: 0 | ||||
|         modified: 0 | ||||
|     skeleton: | ||||
|     - name: Human without head(Clone) | ||||
|       parentName:  | ||||
|       position: {x: 0, y: 0, z: 0} | ||||
|       rotation: {x: 0, y: 0, z: 0, w: 1} | ||||
|       scale: {x: 1, y: 1, z: 1} | ||||
|     - name: Body.001 | ||||
|       parentName: Human without head(Clone) | ||||
|       position: {x: -0, y: 0, z: 0} | ||||
|       rotation: {x: -0.7071067, y: -0.000000030908616, z: 0.000000030908623, w: 0.7071068} | ||||
|       scale: {x: 100, y: 100, z: 100} | ||||
|     - name: Armature.002 | ||||
|       parentName: Human without head(Clone) | ||||
|       position: {x: -0, y: 0, z: 0} | ||||
|       rotation: {x: -0.7071067, y: -0.000000030908616, z: 0.000000030908623, w: 0.7071068} | ||||
|       scale: {x: 100, y: 100, z: 100} | ||||
|     - name: Hip | ||||
|       parentName: Armature.002 | ||||
|       position: {x: -0, y: 0.0005664833, z: 0.009570958} | ||||
|       rotation: {x: 0.7724445, y: 0.0000000757077, z: 0.000000092082544, w: 0.6350823} | ||||
|       scale: {x: 1, y: 0.9999999, z: 0.9999999} | ||||
|     - name: Spine | ||||
|       parentName: Hip | ||||
|       position: {x: 1.7763568e-17, y: 0.001223198, z: 3.7252902e-11} | ||||
|       rotation: {x: -0.19388841, y: 4.618528e-14, z: -0.000000046226607, w: 0.9810236} | ||||
|       scale: {x: 1, y: 0.99999994, z: 0.99999994} | ||||
|     - name: LowerChest | ||||
|       parentName: Spine | ||||
|       position: {x: 5.205464e-18, y: 0.0017673955, z: -7.4505804e-11} | ||||
|       rotation: {x: 0.054505616, y: -4.1935036e-14, z: 0.000000012995182, w: 0.9985135} | ||||
|       scale: {x: 1, y: 1, z: 0.9999999} | ||||
|     - name: UpperChest | ||||
|       parentName: LowerChest | ||||
|       position: {x: -2.1439888e-17, y: 0.0012521596, z: 1.11758706e-10} | ||||
|       rotation: {x: 0.18059467, y: 1.9732666e-14, z: 0.000000043057128, w: 0.98355764} | ||||
|       scale: {x: 1, y: 1, z: 0.9999999} | ||||
|     - name: Neck | ||||
|       parentName: UpperChest | ||||
|       position: {x: 5.849617e-17, y: 0.0012967435, z: 0} | ||||
|       rotation: {x: 0.021262541, y: -3.27501e-14, z: 0.000000005069358, w: 0.999774} | ||||
|       scale: {x: 1, y: 0.99999994, z: 0.9999998} | ||||
|     - name: Head | ||||
|       parentName: Neck | ||||
|       position: {x: -8.888593e-17, y: 0.0013933484, z: -2.7474015e-10} | ||||
|       rotation: {x: -0.119090274, y: -1.841197e-14, z: -0.000000028393325, w: 0.9928835} | ||||
|       scale: {x: 1, y: 1, z: 1.0000002} | ||||
|     - name: Shoulder_L | ||||
|       parentName: LowerChest | ||||
|       position: {x: -2.1439888e-17, y: 0.0012521596, z: 1.11758706e-10} | ||||
|       rotation: {x: 0.12665662, y: 0.02132283, z: 0.60561526, w: 0.7853239} | ||||
|       scale: {x: 1.0000004, y: 1.0000002, z: 1} | ||||
|     - name: Upperarm_L | ||||
|       parentName: Shoulder_L | ||||
|       position: {x: 0.0000000020617152, y: 0.0019681805, z: -3.7252902e-11} | ||||
|       rotation: {x: -0.111137524, y: 0.12015996, z: 0.13576932, w: 0.9771268} | ||||
|       scale: {x: 1, y: 0.9999999, z: 1.0000002} | ||||
|     - name: Forearm_L | ||||
|       parentName: Upperarm_L | ||||
|       position: {x: -3.7718564e-10, y: 0.0027853383, z: -3.7252902e-11} | ||||
|       rotation: {x: 0.03764393, y: -0.086988725, z: 0.0047942824, w: 0.9954863} | ||||
|       scale: {x: 1.0000004, y: 1.0000013, z: 1} | ||||
|     - name: Hand_L | ||||
|       parentName: Forearm_L | ||||
|       position: {x: 1.7334968e-10, y: 0.0027760207, z: -1.1874363e-10} | ||||
|       rotation: {x: -0.0012408048, y: -0.00037350506, z: -0.021220703, w: 0.99977404} | ||||
|       scale: {x: 0.9999998, y: 0.9999995, z: 0.99999994} | ||||
|     - name: PinkeyKnuckle_L | ||||
|       parentName: Hand_L | ||||
|       position: {x: -0.000028327766, y: 0.00091419823, z: -0.0003883574} | ||||
|       rotation: {x: -0.02639857, y: 0.019393716, z: 0.0071310382, w: 0.999438} | ||||
|       scale: {x: 1.0000005, y: 1.0000004, z: 0.99999994} | ||||
|     - name: PinkeyTip_L | ||||
|       parentName: PinkeyKnuckle_L | ||||
|       position: {x: 2.1187588e-10, y: 0.0003404039, z: -1.8626451e-11} | ||||
|       rotation: {x: -0.0024383734, y: -0.0032736177, z: 0.11563113, w: 0.99328387} | ||||
|       scale: {x: 1.0000002, y: 1.0000007, z: 0.9999997} | ||||
|     - name: RingKnuckle_L | ||||
|       parentName: Hand_L | ||||
|       position: {x: 0.000009627651, y: 0.0010313534, z: -0.00015135069} | ||||
|       rotation: {x: -0.02338338, y: 0.008382148, z: 0.037439562, w: 0.9989902} | ||||
|       scale: {x: 1, y: 1.0000004, z: 0.9999999} | ||||
|     - name: RingTip_L | ||||
|       parentName: RingKnuckle_L | ||||
|       position: {x: 3.9493897e-10, y: 0.00035789583, z: 2.7939677e-11} | ||||
|       rotation: {x: -0.025459718, y: -0.0035014935, z: 0.034603108, w: 0.9990707} | ||||
|       scale: {x: 1.0000004, y: 1.0000005, z: 0.9999998} | ||||
|     - name: MiddleKnuckle_L | ||||
|       parentName: Hand_L | ||||
|       position: {x: -0.000026082422, y: 0.0010846336, z: 0.000116455216} | ||||
|       rotation: {x: -0.028806794, y: 0.00032480195, z: 0.015345425, w: 0.99946713} | ||||
|       scale: {x: 1.0000002, y: 1.0000001, z: 1} | ||||
|     - name: MiddleTip_L | ||||
|       parentName: MiddleKnuckle_L | ||||
|       position: {x: -1.2223608e-10, y: 0.00046678729, z: -3.7252902e-11} | ||||
|       rotation: {x: -0.032589197, y: -0.0011391673, z: -0.01255213, w: 0.99938935} | ||||
|       scale: {x: 1.0000004, y: 1.0000006, z: 1.0000002} | ||||
|     - name: PointerKnuckle_L | ||||
|       parentName: Hand_L | ||||
|       position: {x: 0.000022739074, y: 0.0010566327, z: 0.00037232958} | ||||
|       rotation: {x: -0.018394902, y: -0.038939476, z: 0.03574665, w: 0.9984325} | ||||
|       scale: {x: 1.0000005, y: 1.0000004, z: 1.0000001} | ||||
|     - name: PointerTip_L | ||||
|       parentName: PointerKnuckle_L | ||||
|       position: {x: -3.9581208e-10, y: 0.00041335772, z: 1.8626451e-11} | ||||
|       rotation: {x: -0.017082164, y: 0.004679094, z: 0.048154023, w: 0.99868286} | ||||
|       scale: {x: 1.0000004, y: 1.0000007, z: 0.99999976} | ||||
|     - name: ThumbKnuckle_L | ||||
|       parentName: Hand_L | ||||
|       position: {x: -0.00006812706, y: 0.0005095988, z: 0.00058539904} | ||||
|       rotation: {x: 0.3730957, y: 0.0029239343, z: 0.04905882, w: 0.92649037} | ||||
|       scale: {x: 1.0000004, y: 1.0000004, z: 1.0000001} | ||||
|     - name: ThumbTip_L | ||||
|       parentName: ThumbKnuckle_L | ||||
|       position: {x: 2.7939676e-10, y: 0.0003288762, z: 7.4505804e-11} | ||||
|       rotation: {x: -0.062037714, y: 0.00000014901158, z: 0.025310148, w: 0.99775285} | ||||
|       scale: {x: 0.9999996, y: 0.9999997, z: 0.9999998} | ||||
|     - name: Shoulder_R | ||||
|       parentName: LowerChest | ||||
|       position: {x: -2.402393e-17, y: 0.0012521596, z: 1.11758706e-10} | ||||
|       rotation: {x: 0.12665704, y: -0.021323193, z: -0.605615, w: 0.78532404} | ||||
|       scale: {x: 1.0000004, y: 1.0000002, z: 0.99999976} | ||||
|     - name: Upperarm_R | ||||
|       parentName: Shoulder_R | ||||
|       position: {x: 6.426126e-10, y: 0.0019681805, z: -1.11758706e-10} | ||||
|       rotation: {x: 0.111137815, y: 0.12016, z: 0.13576922, w: -0.9771268} | ||||
|       scale: {x: 0.9999995, y: 1.0000005, z: 1} | ||||
|     - name: Forearm_R | ||||
|       parentName: Upperarm_R | ||||
|       position: {x: 8.381903e-10, y: 0.002785341, z: 0} | ||||
|       rotation: {x: 0.037643906, y: 0.08698877, z: -0.0047945795, w: 0.9954863} | ||||
|       scale: {x: 1, y: 1.0000002, z: 1.0000001} | ||||
|     - name: Hand_R | ||||
|       parentName: Forearm_R | ||||
|       position: {x: -2.3286703e-10, y: 0.0027760204, z: -1.0710209e-10} | ||||
|       rotation: {x: -0.001240775, y: 0.0003736019, z: 0.02122083, w: 0.99977404} | ||||
|       scale: {x: 1, y: 1.0000004, z: 0.9999999} | ||||
|     - name: PinkeyKnuckle_R | ||||
|       parentName: Hand_R | ||||
|       position: {x: 0.00002832808, y: 0.000914197, z: -0.00038835758} | ||||
|       rotation: {x: -0.026400259, y: -0.019393265, z: -0.0071329926, w: 0.99943787} | ||||
|       scale: {x: 1.0000001, y: 1, z: 1.0000001} | ||||
|     - name: PinkeyTip_R | ||||
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							| @@ -1,34 +0,0 @@ | ||||
| using System.Collections; | ||||
| using System.Collections.Generic; | ||||
| using UnityEngine; | ||||
|  | ||||
| public class AimDownSights : MonoBehaviour | ||||
| { | ||||
|     [SerializeField] float aimSpeed = 0.01f; | ||||
|     [SerializeField][Range(0,1)] public  float aimVal = 0; | ||||
|     [SerializeField] private GameObject gun; | ||||
|     [SerializeField] GameObject AimPoint; | ||||
|     [SerializeField] GameObject HoldPoint; | ||||
|     public bool isAiming = false; | ||||
|     bool ADS()  | ||||
|     { | ||||
|          | ||||
|         return true; | ||||
|     } | ||||
|     private void FixedUpdate() | ||||
|     { | ||||
|         if (Input.GetButton("Aim"))  | ||||
|         { | ||||
|             isAiming = true; | ||||
|             aimVal += aimSpeed; | ||||
|         }  | ||||
|         else  | ||||
|         { | ||||
|             isAiming = false; | ||||
|             aimVal -= aimSpeed; | ||||
|         } | ||||
|         aimVal = Mathf.Clamp(aimVal,0,1); | ||||
|  | ||||
|         gun.transform.position = Vector3.Lerp(HoldPoint.transform.position, AimPoint.transform.position,Mathf.Pow(aimVal,1.3f)) ; | ||||
|     } | ||||
| } | ||||
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| @@ -1,78 +0,0 @@ | ||||
| using System.Collections; | ||||
| using System.Collections.Generic; | ||||
| using UnityEngine; | ||||
| using Mirror; | ||||
| public class Headbob : NetworkBehaviour | ||||
| { | ||||
|     [SerializeField] private PlayerController playerController; | ||||
|     [SerializeField] private ShootAnimation gunAnimation; | ||||
|  | ||||
|  | ||||
|     [SerializeField] private float posCheckDistance = 0.01f; | ||||
|     [SerializeField] private float checkDist = 0.0f; | ||||
|     private float currentDist = 0; | ||||
|  | ||||
|     [Header("Step Settings")] | ||||
|     [SerializeField] private float stepAmplitudeWalking; | ||||
|     [SerializeField] private float stepAmplitudeSprinting; | ||||
|     [SerializeField] [Range(0.01f, 10.0f)] private float stepFrequency; | ||||
|     [SerializeField] private Transform Neck; | ||||
|  | ||||
|     private Vector3 lastPos; | ||||
|     private Vector3 startPos; | ||||
|     private Vector3 newPos; | ||||
|     private float oldDist = 0; | ||||
|     private float lerpVal = 0; | ||||
|  | ||||
|  | ||||
|     [Header("Gun Settings")] | ||||
|     [SerializeField] GameObject gunRotation; | ||||
|     [SerializeField] float rotationMultiplier = 0.1f; | ||||
|  | ||||
|  | ||||
|  | ||||
|     private void Start() | ||||
|     { | ||||
|         lastPos = this.transform.position; | ||||
|         //startPos = this.transform.position; | ||||
|     } | ||||
|  | ||||
|     private void Update() | ||||
|     { | ||||
|          | ||||
|         float amplitude; | ||||
|         if (playerController.isGrounded) | ||||
|         { | ||||
|             lerpVal = 0; | ||||
|             float dist = Vector3.Distance(lastPos, this.transform.position); | ||||
|             if (playerController.isSprinting) | ||||
|                 amplitude = stepAmplitudeSprinting; | ||||
|             else | ||||
|                 amplitude = stepAmplitudeWalking; | ||||
|  | ||||
|             if (dist > posCheckDistance) | ||||
|             { | ||||
|                 currentDist += dist; | ||||
|                 lastPos = this.transform.position; | ||||
|             } | ||||
|             else | ||||
|             { | ||||
|                 checkDist = currentDist + dist; | ||||
|             } | ||||
|             gunAnimation.gunSideSwey(getSin(amplitude, stepFrequency/2, checkDist),playerController.inputDirection.magnitude); | ||||
|             newPos = new Vector3(getSin(amplitude / 2, stepFrequency, checkDist), getSin(amplitude, stepFrequency, checkDist), 0); | ||||
|             Neck.localPosition = newPos; | ||||
|         } | ||||
|         else | ||||
|         { | ||||
|             Neck.localPosition = Vector3.zero;             | ||||
|         } | ||||
|          | ||||
|     } | ||||
|  | ||||
|     private float getSin(float multiplier, float devisor,float x) | ||||
|     { | ||||
|         return multiplier * Mathf.Sin((x/3.14f) * 10 * devisor); | ||||
|     } | ||||
|      | ||||
| } | ||||
| @@ -1,11 +0,0 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 4db7caf602ce379408a59c8722e06e46 | ||||
| MonoImporter: | ||||
|   externalObjects: {} | ||||
|   serializedVersion: 2 | ||||
|   defaultReferences: [] | ||||
|   executionOrder: 0 | ||||
|   icon: {instanceID: 0} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,28 +0,0 @@ | ||||
| using System.Collections; | ||||
| using System.Collections.Generic; | ||||
| using UnityEngine; | ||||
| using Mirror; | ||||
|  | ||||
| public class PlayerColor : NetworkBehaviour | ||||
| { | ||||
|     [SyncVar(hook = "SetColor")] | ||||
|     public Color color; | ||||
|     public Renderer renderer; | ||||
|  | ||||
|     void SetColor(Color oldColor, Color newColor) | ||||
|     { | ||||
|         if (color == null) | ||||
|         { | ||||
|             color = renderer.material.color; | ||||
|         } | ||||
|  | ||||
|         renderer.material.color = newColor; | ||||
|         color = newColor; | ||||
|  | ||||
|     } | ||||
|  | ||||
|     public override void OnStartClient() | ||||
|     { | ||||
|         renderer.material.color = color; | ||||
|     } | ||||
| } | ||||
| @@ -1,11 +0,0 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 00dc60b61b501f2419e2abd7158be5f8 | ||||
| MonoImporter: | ||||
|   externalObjects: {} | ||||
|   serializedVersion: 2 | ||||
|   defaultReferences: [] | ||||
|   executionOrder: 0 | ||||
|   icon: {instanceID: 0} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -10,11 +10,12 @@ public class PlayerController : NetworkBehaviour | ||||
| { | ||||
|     [SerializeField] private ProcedualAnimationController procedualAnimationController; | ||||
|     [Header("Movement")] | ||||
|     [SerializeField] private float walkSpeed = 6.0f; | ||||
|     [SerializeField] private float sprintSpeed = 10.0f; | ||||
|     [SerializeField] private float walkSpeed = 5.0f; | ||||
|     [SerializeField] private float sprintSpeed = 7.0f; | ||||
|     [SerializeField] private float aimWalkSpeed = 3.0f; | ||||
|     [SerializeField] private float fallDamageSpeed = 10.0f; | ||||
|      | ||||
|  | ||||
|     [SerializeField][Range(0.0f, 0.5f)] private float moveSmoothTime = 0.001f; | ||||
|     [SerializeField] float gravity = -10.0f; | ||||
|     [SerializeField] private float jumpHeight; | ||||
| @@ -31,13 +32,14 @@ public class PlayerController : NetworkBehaviour | ||||
|  | ||||
|     public bool isGrounded; | ||||
|     public bool isSprinting; | ||||
|     private float movementSpeed; | ||||
|     public float currentMaxSpeed = 5.0f; | ||||
|     private float velocityY = 0.0f; | ||||
|     private CharacterController controller; | ||||
|  | ||||
|     private Vector3 currentDir = Vector3.zero; | ||||
|     public Vector3 currentDir = Vector3.zero; | ||||
|     private Vector3 currentDirVelocity = Vector3.zero; | ||||
|     public Vector3 velocity = Vector3.zero; | ||||
|     public Vector3 localVelocity = Vector3.zero; | ||||
|     private Vector3 refVelocity = Vector3.zero; | ||||
|  | ||||
|  | ||||
| @@ -108,14 +110,14 @@ public class PlayerController : NetworkBehaviour | ||||
|  | ||||
|         if (Input.GetAxisRaw("Sprint") > 0 && isGrounded && !procedualAnimationController.isAiming) | ||||
|             { | ||||
|             movementSpeed = sprintSpeed; | ||||
|             currentMaxSpeed = sprintSpeed; | ||||
|             isSprinting = true; | ||||
|         } | ||||
|         else | ||||
|         { | ||||
|  | ||||
|             if(procedualAnimationController.isAiming) movementSpeed = aimWalkSpeed; | ||||
|             else movementSpeed = walkSpeed; | ||||
|             if(procedualAnimationController.isAiming) currentMaxSpeed = aimWalkSpeed; | ||||
|             else currentMaxSpeed = walkSpeed; | ||||
|             isSprinting = false; | ||||
|  | ||||
|         } | ||||
| @@ -159,8 +161,8 @@ public class PlayerController : NetworkBehaviour | ||||
|             moveDirection = new Vector3(moveDirection.x, 0, moveDirection.z);  | ||||
|             currentDir = moveDirection; | ||||
|         } | ||||
|  | ||||
|         velocity = Vector3.SmoothDamp(velocity, currentDir * movementSpeed + new Vector3(0, velocityY, 0),ref refVelocity,0.01f); | ||||
|         velocity = Vector3.SmoothDamp(velocity, currentDir * currentMaxSpeed + new Vector3(0, velocityY, 0),ref refVelocity,moveSmoothTime); | ||||
|         localVelocity = transform.InverseTransformDirection(velocity); | ||||
|         controller.Move(velocity * Time.deltaTime); | ||||
|         //transform.position += velocity * Time.deltaTime; | ||||
|     } | ||||
|   | ||||
| @@ -5,6 +5,14 @@ using Mirror; | ||||
|  | ||||
| public class ProcedualAnimationController : NetworkBehaviour | ||||
| { | ||||
|     [Header("Hand Settings")] | ||||
|     [SerializeField] private Transform rightHandREF; | ||||
|     [SerializeField] private Transform leftHandREF; | ||||
|     [SerializeField] private Transform gunRightHandREF; | ||||
|     [SerializeField] private Transform gunLeftHandREF; | ||||
|     [SerializeField] private Vector3   defaultRightHandPosition = Vector3.zero; | ||||
|     [SerializeField] private Vector3   defaultLeftHandPosition  = Vector3.zero; | ||||
|  | ||||
|  | ||||
|     [Header("Step Settings")] | ||||
|     [SerializeField] private float stepAmplitudeWalking; | ||||
| @@ -75,6 +83,7 @@ public class ProcedualAnimationController : NetworkBehaviour | ||||
|     [SerializeField] float maxRecoil = 0.1f; | ||||
|  | ||||
|     private Animator gunAnimator; | ||||
|     [SerializeField] private Animator playerAnimator; | ||||
|  | ||||
|     Vector3 startPos, startRot; | ||||
|     float recoilOffset = 0f; | ||||
| @@ -93,7 +102,33 @@ public class ProcedualAnimationController : NetworkBehaviour | ||||
|     Vector3[] positionMod = new Vector3[3]; | ||||
|     public Quaternion[] rotationMod = new Quaternion[3]; | ||||
|  | ||||
|     public void walkAnimation()  | ||||
|     { | ||||
|         playerAnimator.SetFloat("x", playerController.localVelocity.x / playerController.currentMaxSpeed); | ||||
|         playerAnimator.SetFloat("y", playerController.localVelocity.z / playerController.currentMaxSpeed); | ||||
|     } | ||||
|  | ||||
|     public void handPositioning() | ||||
|     { | ||||
|         if (gunRightHandREF != null) | ||||
|         { | ||||
|             rightHandREF.position = gunRightHandREF.position; | ||||
|             rightHandREF.rotation = gunRightHandREF.rotation; | ||||
|         } | ||||
|         else  | ||||
|         { | ||||
|             rightHandREF.position = defaultRightHandPosition; | ||||
|         } | ||||
|         if (gunLeftHandREF != null) | ||||
|         { | ||||
|             leftHandREF.position = gunLeftHandREF.position; | ||||
|             leftHandREF.rotation = gunLeftHandREF.rotation; | ||||
|         } | ||||
|         else | ||||
|         { | ||||
|             leftHandREF.position = defaultLeftHandPosition; | ||||
|         } | ||||
|     } | ||||
|     public void OnSwitchWeapon(GameObject currentWeapon) | ||||
|     { | ||||
|         if (isLocalPlayer) { | ||||
| @@ -135,6 +170,8 @@ public class ProcedualAnimationController : NetworkBehaviour | ||||
|     { | ||||
|         if (isLocalPlayer) | ||||
|         { | ||||
|             walkAnimation(); | ||||
|             handPositioning(); | ||||
|             CmdAim(Input.GetButton("Aim")); | ||||
|         } | ||||
|         /*-----Aiming-----*/ | ||||
|   | ||||
| @@ -1,156 +0,0 @@ | ||||
| using System.Collections; | ||||
| using System.Collections.Generic; | ||||
| using UnityEngine; | ||||
|  | ||||
| public class ShootAnimation : MonoBehaviour | ||||
| { | ||||
|  | ||||
|     [Header("GameObjects")] | ||||
|     [SerializeField] private GameObject gun; | ||||
|     [SerializeField] private GameObject gunHolder; | ||||
|     [SerializeField] private GameObject gunPositionObj; | ||||
|     [SerializeField] private GameObject gunRotationObj; | ||||
|      | ||||
|  | ||||
|     [Header("Settings")] | ||||
|     [SerializeField] bool positionRecoil = true; | ||||
|     [SerializeField] bool rotationRecoil = true; | ||||
|  | ||||
|     [Header("Position Settings")] | ||||
|     [SerializeField] float positionMultX = 25f; | ||||
|     [SerializeField] float positionMultY = 25f; | ||||
|     [SerializeField] float positionMultZ = 25f; | ||||
|  | ||||
|     [Header("Rotation Settings")] | ||||
|     [SerializeField] PlayerMouseLook playerMouseLook; | ||||
|     [SerializeField] float cameraRecoilX = 0.1f; | ||||
|     [SerializeField] float cameraRecoilY = 0.1f; | ||||
|  | ||||
|  | ||||
|     [SerializeField] bool rotX = true; | ||||
|     [SerializeField] float rotationMultX = 25f; | ||||
|     [SerializeField] float rotationOffsetX = 0.1f; | ||||
|     [SerializeField] bool rotY = true; | ||||
|     [SerializeField] float rotationMultY = 25f; | ||||
|     [SerializeField] bool rotZ = true; | ||||
|     [SerializeField] float rotationMultZ = 15f; | ||||
|  | ||||
|     [Header("Swey Settings")] | ||||
|     [SerializeField] AimDownSights ADSController; | ||||
|     [SerializeField] bool sideSwey = true; | ||||
|     [SerializeField] float sweyMult = 15f; | ||||
|     [SerializeField] float sweyWhileAim = 0.1f; | ||||
|     float swey = 0f; | ||||
|  | ||||
|  | ||||
|  | ||||
|     [SerializeField] float returnForce = 0.006f; | ||||
|     [SerializeField] float impulsForce = 0.025f; | ||||
|     [SerializeField] float maxRecoil = 0.1f; | ||||
|  | ||||
|     private Animator anim; | ||||
|  | ||||
|     Vector3 startPos,startRot; | ||||
|  | ||||
|     float zOffset = 0f; | ||||
|     float zVelocity = 0f; | ||||
|  | ||||
|     int recoilCounter = 0; | ||||
|  | ||||
|     //Has to be called once at the beginning and then again when switching guns | ||||
|     public void OnSwitchWeapon(float fireRate) | ||||
|     { | ||||
|         //gun = newGun; | ||||
|         anim = gun.GetComponent<Animator>(); | ||||
|         anim.SetFloat("ShootSpeed",1f/(60f/fireRate)); | ||||
|         startPos = gunPositionObj.transform.localPosition; | ||||
|         startRot = gunRotationObj.transform.localRotation.eulerAngles; | ||||
|     } | ||||
|  | ||||
|  | ||||
|     public void recoil(float force) | ||||
|     { | ||||
|         //Play the animation | ||||
|         anim.Play("Shoot"); | ||||
|         playerMouseLook.fullPitch -= cameraRecoilX * Mathf.PerlinNoise(Time.time * 3f + 10f, 1f); | ||||
|         transform.Rotate(Vector3.up * ((Mathf.PerlinNoise(Time.time * 1f + 10f, 1f) - 0.5f) * 2f) * cameraRecoilY); | ||||
|         //Add force for the recoil | ||||
|         recoilCounter++; | ||||
|     } | ||||
|  | ||||
|     public void gunSideSwey(float sinVal,float moveInput)  | ||||
|     { | ||||
|  | ||||
|             swey = (sweyMult * sinVal * moveInput * 0.7f | ||||
|                  + sweyMult * sinVal * moveInput * ((Mathf.PerlinNoise(Time.time * 1f + 10f, 1f) - 0.5f) * 2f) * 0.3f) * Mathf.Clamp((1 - ADSController.aimVal) * (1 - ADSController.aimVal), sweyWhileAim,1f); | ||||
|          | ||||
|     } | ||||
|  | ||||
|  | ||||
|     void FixedUpdate() | ||||
|     { | ||||
|         //Apply recoil based on the number of shots fired | ||||
|         for (int i = 0; i < recoilCounter; i++)  | ||||
|         { | ||||
|             zVelocity -= impulsForce * 0.9f + impulsForce * 0.1f  * Mathf.PerlinNoise(i,1f); | ||||
|         } | ||||
|         recoilCounter = 0; | ||||
|  | ||||
|  | ||||
|         zOffset += zVelocity; | ||||
|  | ||||
|         if (zOffset > 0) | ||||
|         { | ||||
|             zOffset = 0f; | ||||
|             zVelocity = 0f; | ||||
|         } | ||||
|         else if (zOffset < 0) | ||||
|         { | ||||
|             zVelocity += returnForce * 0.9f + returnForce * 0.1f * Mathf.PerlinNoise(Time.time,1f); | ||||
|              | ||||
|         } | ||||
|  | ||||
|         zOffset = Mathf.Clamp(zOffset,-maxRecoil * 0.5f + -maxRecoil * 0.5f * Mathf.PerlinNoise(Time.time * 1000,1),0); | ||||
|  | ||||
|         //Position recoil | ||||
|         if (positionRecoil) | ||||
|         { | ||||
|             int sideLock = 0; | ||||
|  | ||||
|             if (sideSwey) sideLock = 1; | ||||
|             gunPositionObj.transform.localPosition = startPos + new Vector3( | ||||
|                 positionMultX * zOffset * ((Mathf.PerlinNoise(Time.time * 1f + 10f, 1f) - 0.5f) * 2f) + sideLock * swey, | ||||
|                 positionMultY * zOffset * Mathf.PerlinNoise(Time.time * 2f + 20f, 2f), | ||||
|                 positionMultZ* zOffset * ((Mathf.PerlinNoise(Time.time * 3f + 30f, 3f) - 0.5f) * 2f)); | ||||
|         } | ||||
|         else  | ||||
|         { | ||||
|             gunPositionObj.transform.localPosition = startPos; | ||||
|         } | ||||
|  | ||||
|         //Rotation recoil | ||||
|         if (rotationRecoil) | ||||
|         { | ||||
|             int xLock = 0; | ||||
|             int yLock = 0; | ||||
|             int zLock = 0; | ||||
|              | ||||
|  | ||||
|             if (rotX) xLock = 1; | ||||
|             if (rotY) yLock = 1; | ||||
|             if (rotZ) zLock = 1; | ||||
|              | ||||
|  | ||||
|             gunRotationObj.transform.localRotation = Quaternion.Euler( | ||||
|                 startRot.x + xLock * rotationMultX * zOffset * Mathf.PerlinNoise(Time.time * 3f + 30f, 4f), | ||||
|                 startRot.y + yLock * rotationMultY * zOffset * ((Mathf.PerlinNoise(Time.time * 2f + 10f, 3f) - 0.5f) * 2f), | ||||
|                 startRot.z + zLock * rotationMultZ * zOffset * ((Mathf.PerlinNoise(Time.time * 1.5f, 2f) - 0.5f) * 2f)); | ||||
|         } | ||||
|         else | ||||
|         { | ||||
|             gunRotationObj.transform.localRotation = Quaternion.Euler(startRot.x, startRot.y, startRot.z); | ||||
|         } | ||||
|              | ||||
|  | ||||
|     } | ||||
| } | ||||
| @@ -1,11 +0,0 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: b366149a1bdd3ad4884ac2afe0fe11a1 | ||||
| MonoImporter: | ||||
|   externalObjects: {} | ||||
|   serializedVersion: 2 | ||||
|   defaultReferences: [] | ||||
|   executionOrder: 0 | ||||
|   icon: {instanceID: 0} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
		Reference in New Issue
	
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	 Noah4ever
					Noah4ever