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b/Assets/External/Animations/ActorCore/MotionBatch_20260424/orc-chop.fbx new file mode 100644 index 00000000..b0fb94ab Binary files /dev/null and b/Assets/External/Animations/ActorCore/MotionBatch_20260424/orc-chop.fbx differ diff --git a/Assets/External/Animations/ActorCore/MotionBatch_20260424/orc-chop.fbx.meta b/Assets/External/Animations/ActorCore/MotionBatch_20260424/orc-chop.fbx.meta new file mode 100644 index 00000000..de7e53e0 --- /dev/null +++ b/Assets/External/Animations/ActorCore/MotionBatch_20260424/orc-chop.fbx.meta @@ -0,0 +1,1092 @@ +fileFormatVersion: 2 +guid: 4aebd146d911a17619569948fdfe0272 +ModelImporter: + serializedVersion: 24200 + internalIDToNameTable: [] + externalObjects: {} + materials: + materialImportMode: 2 + materialName: 0 + materialSearch: 1 + materialLocation: 1 + animations: + legacyGenerateAnimations: 4 + bakeSimulation: 0 + resampleCurves: 1 + optimizeGameObjects: 0 + removeConstantScaleCurves: 0 + motionNodeName: + animationImportErrors: + 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b/Assets/External/Animations/ActorCore/MotionBatch_20260424/orc-stomp-mirror.fbx.meta new file mode 100644 index 00000000..3438f0c1 --- /dev/null +++ b/Assets/External/Animations/ActorCore/MotionBatch_20260424/orc-stomp-mirror.fbx.meta @@ -0,0 +1,1092 @@ +fileFormatVersion: 2 +guid: 10d914eada7e0691dbabc965629f2e67 +ModelImporter: + serializedVersion: 24200 + internalIDToNameTable: [] + externalObjects: {} + materials: + materialImportMode: 2 + materialName: 0 + materialSearch: 1 + materialLocation: 1 + animations: + legacyGenerateAnimations: 4 + bakeSimulation: 0 + resampleCurves: 1 + optimizeGameObjects: 0 + removeConstantScaleCurves: 0 + motionNodeName: + animationImportErrors: + animationImportWarnings: "\nClip 'Armature|orc-stomp' has import animation warnings + that might lower retargeting quality:\nNote: Activate translation DOF on avatar + to improve retargeting quality.\n\t'CC_Base_NeckTwist02' is inbetween humanoid + transforms and has rotation animation that will be 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CC_Base_L_Clavicle + parentName: CC_Base_Spine02 + position: {x: -0.056263264, y: 0.20963886, z: 0.0002165436} + rotation: {x: -0.02508506, y: -0.15603273, z: 0.6772408, w: 0.71858853} + scale: {x: 1, y: 0.99999994, z: 1.0000001} + - name: CC_Base_L_Upperarm + parentName: CC_Base_L_Clavicle + position: {x: -0.0039745755, y: 0.12985379, z: 0.0076515637} + rotation: {x: 0.13493672, y: -0.0011832479, z: 0.038884293, w: 0.99009025} + scale: {x: 1.0000005, y: 1.0000006, z: 1.0000002} + - name: CC_Base_L_Forearm + parentName: CC_Base_L_Upperarm + position: {x: 0.008308438, y: 0.25193927, z: -0.0024038618} + rotation: {x: 0.010524573, y: 0.00046111832, z: -0.011135939, w: 0.9998825} + scale: {x: 1.0000007, y: 1.0000006, z: 1.0000006} + - name: CC_Base_L_ForearmTwist01 + parentName: CC_Base_L_Forearm + position: {x: 0.00000026910564, y: -0.00000035583972, z: -0.0000003349781} + rotation: {x: -0.00000084399136, y: -0.000006457968, z: 0.000000055881195, w: 1} + scale: {x: 0.99999964, y: 0.99999964, z: 0.9999995} + - name: CC_Base_L_ForearmTwist02 + parentName: CC_Base_L_ForearmTwist01 + position: {x: 0.0033220332, y: 0.12844537, z: -0.0014318633} + rotation: {x: -0.000004440133, y: -0.0000027553026, z: 0.0000018302284, w: 1} + scale: {x: 1.0000002, y: 1.0000005, z: 1.0000002} + - name: CC_Base_L_ElbowShareBone + parentName: CC_Base_L_Forearm + position: {x: -0.00000048027374, y: 0.00000024318695, z: 0.000000058710572} + rotation: {x: -0.0031405946, y: -0.000005506825, z: 0.00000027931097, w: 0.9999951} + scale: {x: 0.99999976, y: 1, z: 0.99999964} + - name: CC_Base_L_Hand + parentName: CC_Base_L_Forearm + position: {x: 0.006823443, y: 0.25698557, z: -0.0029408499} + rotation: {x: -0.02652046, y: 0.0013769746, z: 0.039238572, w: 0.9988769} + scale: {x: 0.9999998, y: 0.99999994, z: 0.9999997} + - name: CC_Base_L_Pinky1 + parentName: CC_Base_L_Hand + position: {x: -0.010569266, y: 0.10669069, z: -0.020485783} + rotation: {x: 0.029495817, y: -0.0017628192, z: -0.03368033, w: 0.9989958} + scale: {x: 1.0000002, y: 1, z: 1} + - name: CC_Base_L_Pinky2 + parentName: CC_Base_L_Pinky1 + position: {x: 0.0008979307, y: 0.027721731, z: 0.00038640946} + rotation: {x: -0.017512972, y: 0.001331557, z: 0.00002743124, w: 0.9998458} + scale: {x: 1.0000006, y: 1.0000001, z: 1.0000004} + - name: CC_Base_L_Pinky3 + parentName: CC_Base_L_Pinky2 + position: {x: 0.00067954574, y: 0.021671558, z: 0.0014241133} + rotation: {x: 0.012703709, y: 0.000013125807, z: 0.054537565, w: 0.9984309} + scale: {x: 1.0000001, y: 1.0000001, z: 1.0000002} + - name: CC_Base_L_Ring1 + parentName: CC_Base_L_Hand + position: {x: 0.00000021236599, y: 0.11266063, z: -0.000000031292437} + rotation: {x: 0.023540752, y: -0.002035371, z: -0.018182421, w: 0.99955547} + scale: {x: 1.0000001, y: 0.99999994, z: 0.99999994} + - name: CC_Base_L_Ring2 + parentName: CC_Base_L_Ring1 + position: {x: 0.00237903, y: 0.03541513, z: 0.0010051093} + rotation: {x: -0.009463062, y: 0.0002958941, z: 0.00008491932, w: 0.9999552} + scale: {x: 1.0000005, y: 1.0000007, z: 1.0000006} + - name: CC_Base_L_Ring3 + parentName: CC_Base_L_Ring2 + position: {x: 0.0016095069, y: 0.024796557, z: 0.0012342042} + rotation: {x: 0.0020298674, y: 0.00024201331, z: 0.011249544, w: 0.9999347} + scale: {x: 1, y: 0.9999999, z: 0.9999997} + - name: CC_Base_L_Mid1 + parentName: CC_Base_L_Hand + position: {x: 0.008926134, y: 0.11258248, z: 0.023497436} + rotation: {x: 0.030394396, y: 0.00080875633, z: -0.01378416, w: 0.99944264} + scale: {x: 1, y: 1, z: 1} + - name: CC_Base_L_Mid2 + parentName: CC_Base_L_Mid1 + position: {x: 0.0033666508, y: 0.04195106, z: 0.00044816374} + rotation: {x: -0.0062265215, y: -0.0034086946, z: -0.00012563811, w: 0.99997485} + scale: {x: 1.0000002, y: 1, z: 1.0000004} + - name: CC_Base_L_Mid3 + parentName: CC_Base_L_Mid2 + position: {x: 0.002260351, y: 0.026986184, z: 0.0007695609} + rotation: {x: 0.0045142896, y: -0.00017467275, z: 0.0053290217, w: 0.9999756} + scale: {x: 1.0000004, y: 1.0000001, z: 0.99999994} + - name: CC_Base_L_Index1 + parentName: CC_Base_L_Hand + position: {x: 0.011810465, y: 0.10999991, z: 0.051987156} + rotation: {x: 0.025866563, y: 0.0013417939, z: -0.009645775, w: 0.999618} + scale: {x: 1, y: 1.0000001, z: 1.0000001} + - name: CC_Base_L_Index2 + parentName: CC_Base_L_Index1 + position: {x: 0.0028649126, y: 0.030688064, z: 0.00076328486} + rotation: {x: 0.004931204, y: -0.0055643828, z: 0.00012414067, w: 0.99997234} + scale: {x: 1.0000006, y: 1.0000002, z: 1.0000004} + - name: CC_Base_L_Index3 + parentName: CC_Base_L_Index2 + position: {x: 0.0025044288, y: 0.025931912, z: 0.00026925682} + rotation: {x: -0.003462039, y: 0.0001024589, z: 0.012413307, w: 0.999917} + scale: {x: 0.99999994, y: 1, z: 0.9999997} + - name: CC_Base_L_Thumb1 + parentName: CC_Base_L_Hand + position: {x: -0.0082230335, y: 0.049907103, z: 0.052220438} + rotation: {x: 0.41318056, y: 0.10506587, z: 0.019929904, w: 0.9043483} + scale: {x: 1.0000001, y: 0.9999999, z: 0.9999997} + - name: CC_Base_L_Thumb2 + parentName: CC_Base_L_Thumb1 + position: {x: 0.0000017023086, y: 0.028319826, z: 0.00000045657157} + rotation: {x: -0.03361074, y: -0.004246567, z: -0.0088688405, w: 0.9993866} + scale: {x: 1, y: 1.0000004, z: 1} + - name: CC_Base_L_Thumb3 + parentName: CC_Base_L_Thumb2 + position: {x: -0.0000025945901, y: 0.036927912, z: 0.00000015974044} + rotation: {x: 0.042202163, y: -0.00029139887, z: 0.010848635, w: 0.99905014} + scale: {x: 1.0000001, y: 1.0000001, z: 0.99999976} + - name: CC_Base_L_UpperarmTwist01 + parentName: CC_Base_L_Upperarm + position: {x: -0.00000035833565, y: 0.00000012792647, z: 0.000000005066395} + rotation: {x: 0.0000007256456, y: -0.0000014679457, z: 0.000000896707, w: 1} + scale: {x: 1.0000004, y: 1.0000001, z: 1.0000004} + - name: CC_Base_L_UpperarmTwist02 + parentName: CC_Base_L_UpperarmTwist01 + position: {x: 0.0045936536, y: 0.12617417, z: -0.0013413152} + rotation: {x: -0.0000014497344, y: 0.00000030614314, z: -0.0000012057533, w: 1} + scale: {x: 1.0000002, y: 1.0000001, z: 1} + - name: CC_Base_L_RibsTwist + parentName: CC_Base_Spine02 + position: {x: -0.10836102, y: 0.069504336, z: 0.102996744} + rotation: {x: -0.000012675689, y: 0.64056104, z: 0.76790726, w: -0.0000074603868} + scale: {x: 1, y: 1, z: 1} + - name: CC_Base_L_Breast + parentName: CC_Base_L_RibsTwist + position: {x: -0.000014372631, y: 0.030000051, z: 0.0000009799595} + rotation: {x: 0.00000016150571, y: -0.00000005477364, z: -0.0000000104388125, w: 1} + scale: {x: 1.0000002, y: 1.0000004, z: 1.0000004} + - name: CC_Base_R_RibsTwist + parentName: CC_Base_Spine02 + position: {x: 0.108561225, y: 0.06979785, z: 0.10303247} + rotation: {x: -0.0000027294616, y: 0.64056116, z: 0.76790714, w: 0.000003317244} + scale: {x: 1, y: 0.9999996, z: 0.99999994} + - name: CC_Base_R_Breast + parentName: CC_Base_R_RibsTwist + position: {x: 0.0000090131625, y: 0.03000046, z: 0.0000018904282} + rotation: {x: 0.00000010253744, y: 0.00000005534502, z: 0.00000030731331, w: 1} + scale: {x: 1.0000002, y: 1.0000002, z: 1.0000004} + - name: CC_Base_R_Clavicle + parentName: CC_Base_Spine02 + position: {x: 0.05621429, y: 0.20964503, z: 0.00020364224} + rotation: {x: -0.025035426, y: 0.1559953, z: -0.6772489, w: 0.71859074} + scale: {x: 1.0000001, y: 0.99999994, z: 0.9999999} + - name: CC_Base_R_Upperarm + parentName: CC_Base_R_Clavicle + position: {x: 0.0039706514, y: 0.12985717, z: 0.0076058186} + rotation: {x: 0.13603419, y: 0.0031609565, z: -0.038619317, w: 0.9899461} + scale: {x: 1.0000006, y: 1.0000004, z: 1.0000004} + - name: CC_Base_R_Forearm + parentName: CC_Base_R_Upperarm + position: {x: -0.008307832, y: 0.2519325, z: -0.0032129984} + rotation: {x: 0.01065706, y: -0.0004604471, z: 0.011167008, w: 0.9998808} + scale: {x: 1.0000005, y: 1.0000001, z: 0.9999998} + - name: CC_Base_R_ElbowShareBone + parentName: CC_Base_R_Forearm + position: {x: 0.0000018547103, y: 0.000000023543834, z: -0.000000015497207} + rotation: {x: -0.0032220255, y: 0.000009008554, z: -0.0000027640517, w: 0.9999948} + scale: {x: 1.0000004, y: 1.0000004, z: 1} + - name: CC_Base_R_ForearmTwist01 + parentName: CC_Base_R_Forearm + position: {x: 0.0000024443864, y: 0.0000008910894, z: 0.000000385046} + rotation: {x: -0.00000045910545, y: -0.0000012129453, z: -0.000000008076309, w: 1} + scale: {x: 1.0000005, y: 1.0000006, z: 1.0000002} + - name: CC_Base_R_ForearmTwist02 + parentName: CC_Base_R_ForearmTwist01 + position: {x: -0.0033139773, y: 0.12844086, z: -0.0018552637} + rotation: {x: -0.0000047296185, y: -0.0000017520499, z: -0.0000023903617, w: 1} + scale: {x: 1.0000006, y: 1.0000005, z: 1.0000002} + - name: CC_Base_R_Hand + parentName: CC_Base_R_Forearm + position: {x: -0.0068050693, y: 0.2569768, z: -0.0038084732} + rotation: {x: -0.028045075, y: -0.0014000133, z: -0.03938591, w: 0.9988295} + scale: {x: 1.0000002, y: 1.0000004, z: 1.0000001} + - name: CC_Base_R_Ring1 + parentName: CC_Base_R_Hand + position: {x: -0.00000043628737, y: 0.112662554, z: 0.000000047087667} + rotation: {x: 0.025068115, y: 0.0020936902, z: 0.018320384, w: 0.99951565} + scale: {x: 1.0000001, y: 1.0000002, z: 0.9999999} + - name: CC_Base_R_Ring2 + parentName: CC_Base_R_Ring1 + position: {x: -0.0023827434, y: 0.035418436, z: 0.0008794486} + rotation: {x: -0.009484706, y: -0.0002942306, z: -0.00007751515, w: 0.999955} + scale: {x: 1.0000001, y: 1.0000004, z: 0.9999998} + - name: CC_Base_R_Ring3 + parentName: CC_Base_R_Ring2 + position: {x: -0.0016106686, y: 0.024799928, z: 0.0011413478} + rotation: {x: 0.0020256692, y: -0.00023968847, z: -0.011229685, w: 0.99993485} + scale: {x: 1.0000006, y: 1.0000002, z: 1.0000001} + - name: CC_Base_R_Mid1 + parentName: CC_Base_R_Hand + position: {x: -0.009044736, y: 0.11257316, z: 0.023444952} + rotation: {x: 0.031803764, y: -0.00074803614, z: 0.014041304, w: 0.99939525} + scale: {x: 1.0000004, y: 1.0000006, z: 1.0000002} + - name: CC_Base_R_Mid2 + parentName: CC_Base_R_Mid1 + position: {x: -0.003360686, y: 0.041953366, z: 0.00030332402} + rotation: {x: -0.0061329086, y: 0.0034104455, z: 0.0001605363, w: 0.9999754} + scale: {x: 1.0000005, y: 1.0000001, z: 1} + - name: CC_Base_R_Mid3 + parentName: CC_Base_R_Mid2 + position: {x: -0.0022530793, y: 0.026987301, z: 0.00066755293} + rotation: {x: 0.0045043617, y: 0.00017837585, z: -0.005291345, w: 0.99997586} + scale: {x: 1.0000004, y: 1.0000006, z: 1.0000001} + - name: CC_Base_R_Thumb1 + parentName: CC_Base_R_Hand + position: {x: 0.007982991, y: 0.049883727, z: 0.05277694} + rotation: {x: 0.41333553, y: -0.10517263, z: -0.017954698, w: 0.9043065} + scale: {x: 1.0000004, y: 1.0000005, z: 1} + - name: CC_Base_R_Thumb2 + parentName: CC_Base_R_Thumb1 + position: {x: 0.000000081658364, y: 0.028314283, z: 0.000000027418135} + rotation: {x: -0.03496963, y: 0.003845756, z: 0.0088939825, w: 0.9993414} + scale: {x: 1.0000002, y: 1.0000007, z: 1.0000001} + - name: CC_Base_R_Thumb3 + parentName: CC_Base_R_Thumb2 + position: {x: 0.000000025629996, y: 0.037872914, z: -0.0000000166893} + rotation: {x: 0.01935005, y: 0.0006702833, z: -0.0042840694, w: 0.99980336} + scale: {x: 1.0000006, y: 1.0000005, z: 1.0000001} + - name: CC_Base_R_Index1 + parentName: CC_Base_R_Hand + position: {x: -0.012070428, y: 0.10997551, z: 0.05192071} + rotation: {x: 0.027376011, y: -0.0012711377, z: 0.009756688, w: 0.9995768} + scale: {x: 1.0000005, y: 1.000001, z: 1.0000001} + - name: CC_Base_R_Index2 + parentName: CC_Base_R_Index1 + position: {x: -0.0028709928, y: 0.030688887, z: 0.0006497729} + rotation: {x: 0.004930453, y: 0.0055691176, z: -0.00004716786, w: 0.99997234} + scale: {x: 1.0000001, y: 1.0000002, z: 1.0000001} + - name: CC_Base_R_Index3 + parentName: CC_Base_R_Index2 + position: {x: -0.0025053306, y: 0.025932563, z: 0.00016914158} + rotation: {x: -0.003464814, y: -0.00010463596, z: -0.012421854, w: 0.99991685} + scale: {x: 1.0000004, y: 1.0000002, z: 1} + - name: CC_Base_R_Pinky1 + parentName: CC_Base_R_Hand + position: {x: 0.01067655, y: 0.106704816, z: -0.020458013} + rotation: {x: 0.030999074, y: 0.0017983936, z: 0.03377007, w: 0.99894714} + scale: {x: 1.0000002, y: 1.0000004, z: 1} + - name: CC_Base_R_Pinky2 + parentName: CC_Base_R_Pinky1 + position: {x: -0.0009043473, y: 0.027720163, z: 0.0002773374} + rotation: {x: -0.017512007, y: -0.0013297693, z: 0.000030485131, w: 0.9998458} + scale: {x: 1.0000005, y: 1.0000001, z: 1} + - name: CC_Base_R_Pinky3 + parentName: CC_Base_R_Pinky2 + position: {x: -0.0006809419, y: 0.021675149, z: 0.0013358822} + rotation: {x: 0.012703936, y: -0.000012825469, z: -0.054580398, w: 0.9984286} + scale: {x: 1.0000001, y: 1.0000006, z: 1.0000001} + - name: CC_Base_R_UpperarmTwist01 + parentName: CC_Base_R_Upperarm + position: {x: -0.00000025119633, y: -0.0000000885874, z: 0.000000059455633} + rotation: {x: 0.00000026047942, y: -0.0010087445, z: -0.00000043422378, w: 0.9999995} + scale: {x: 1.0000004, y: 1.0000004, z: 0.9999999} + - name: CC_Base_R_UpperarmTwist02 + parentName: CC_Base_R_UpperarmTwist01 + position: {x: -0.0045894342, y: 0.1261721, z: -0.0017781889} + rotation: {x: -0.000001384626, y: 0.001006392, z: 0.00000064348194, w: 0.9999995} + scale: {x: 1.0000008, y: 1.0000006, z: 1.0000001} + armTwist: 0.5 + foreArmTwist: 0.5 + upperLegTwist: 0.5 + legTwist: 0.5 + armStretch: 0.05 + legStretch: 0.05 + feetSpacing: 0 + globalScale: 1 + rootMotionBoneName: + hasTranslationDoF: 0 + hasExtraRoot: 0 + skeletonHasParents: 1 + lastHumanDescriptionAvatarSource: {instanceID: 0} + autoGenerateAvatarMappingIfUnspecified: 1 + animationType: 3 + humanoidOversampling: 1 + avatarSetup: 1 + addHumanoidExtraRootOnlyWhenUsingAvatar: 1 + importBlendShapeDeformPercent: 1 + remapMaterialsIfMaterialImportModeIsNone: 0 + additionalBone: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_Game/Scripts/Editor/ActorCoreMotionBatchImportSettings.cs b/Assets/_Game/Scripts/Editor/ActorCoreMotionBatchImportSettings.cs new file mode 100644 index 00000000..77116251 --- /dev/null +++ b/Assets/_Game/Scripts/Editor/ActorCoreMotionBatchImportSettings.cs @@ -0,0 +1,340 @@ +using System; +using System.Collections.Generic; +using System.IO; +using System.Linq; + +using UnityEngine; + +using UnityEditor; + +/// +/// ActorCore 모션 배치 manifest를 읽어 FBX ModelImporter 휴머노이드 설정을 적용합니다. +/// Blender 정규화 도구가 생성한 `_actorcore_motion_import_manifest.json`을 대상으로 사용합니다. +/// +public static class ActorCoreMotionBatchImportSettings +{ + private const string MenuPath = "Tools/Animation/Apply ActorCore Motion Batch Import Settings"; + private const string ExpectedSchema = "colosseum.actorcoreMotionBatchImport@1"; + private const string DefaultActorCoreAvatarPath = "Assets/External/Animations/ActorCore/ActorCoreAvatar.asset"; + + [Serializable] + private sealed class ActorCoreMotionBatchManifest + { + public string schema; + public string createdAtUtc; + public string referenceFbx; + public string actorCoreAvatar; + public string targetFolder; + public List entries; + } + + [Serializable] + private sealed class ActorCoreMotionBatchEntry + { + public string source; + public string asset; + public string sha256; + public long size; + public string processing; + public string unityImportMode; + public string clipName; + public string[] removedBones; + public string[] sourceActions; + public string error; + } + + private struct ImportValidation + { + public bool success; + public int transformCount; + public bool hasArmatureExtraRoot; + public string rootParent; + public string[] humanClips; + public string[] avatars; + public string message; + } + + /// + /// 선택된 manifest 또는 파일 선택창의 manifest를 적용합니다. + /// + [MenuItem(MenuPath, false, 26)] + public static void ApplyFromManifestMenu() + { + if (EditorApplication.isPlayingOrWillChangePlaymode) + { + EditorUtility.DisplayDialog("ActorCore Motion Batch", "플레이 모드에서는 import 설정을 변경하지 않습니다.", "확인"); + return; + } + + string manifestPath = GetManifestPathFromSelectionOrDialog(); + if (string.IsNullOrEmpty(manifestPath)) + return; + + ApplyManifest(manifestPath, true); + } + + /// + /// manifest 경로를 받아 배치 import 설정을 적용합니다. + /// + public static bool ApplyManifest(string manifestPath, bool showDialog) + { + if (!TryLoadManifest(manifestPath, out ActorCoreMotionBatchManifest manifest)) + return false; + + string avatarPath = string.IsNullOrEmpty(manifest.actorCoreAvatar) + ? DefaultActorCoreAvatarPath + : manifest.actorCoreAvatar; + Avatar actorCoreAvatar = AssetDatabase.LoadAssetAtPath(avatarPath); + + if (actorCoreAvatar == null && HasCopyEntries(manifest)) + { + Debug.LogError($"[ActorCoreMotionBatchImport] ActorCoreAvatar를 찾지 못했습니다: {avatarPath}"); + return false; + } + + int appliedCount = 0; + int fallbackCount = 0; + int failedCount = 0; + List reportLines = new List(); + + foreach (ActorCoreMotionBatchEntry entry in manifest.entries ?? new List()) + { + if (entry == null || string.IsNullOrEmpty(entry.asset)) + continue; + + if (string.Equals(entry.unityImportMode, "skip", StringComparison.OrdinalIgnoreCase)) + { + failedCount++; + reportLines.Add($"SKIP {entry.asset}: {entry.error}"); + continue; + } + + ModelImporter importer = AssetImporter.GetAtPath(entry.asset) as ModelImporter; + if (importer == null) + { + failedCount++; + reportLines.Add($"FAIL {entry.asset}: ModelImporter 없음"); + continue; + } + + string requestedMode = NormalizeImportMode(entry.unityImportMode); + ApplyImporterSettings(entry, importer, requestedMode, actorCoreAvatar); + ImportValidation validation = ValidateImportedAsset(entry.asset, requestedMode); + + if (!validation.success && requestedMode == "copy") + { + ModelImporter fallbackImporter = AssetImporter.GetAtPath(entry.asset) as ModelImporter; + ApplyImporterSettings(entry, fallbackImporter, "create", actorCoreAvatar); + validation = ValidateImportedAsset(entry.asset, "create"); + fallbackCount++; + requestedMode = "create"; + } + + if (validation.success) + { + appliedCount++; + reportLines.Add($"OK {requestedMode.ToUpperInvariant()} {Path.GetFileName(entry.asset)} clips=[{string.Join(", ", validation.humanClips)}] rootParent={validation.rootParent}"); + } + else + { + failedCount++; + reportLines.Add($"FAIL {Path.GetFileName(entry.asset)}: {validation.message}"); + } + } + + string summary = $"적용 {appliedCount}개, fallback {fallbackCount}개, 실패 {failedCount}개"; + Debug.Log($"[ActorCoreMotionBatchImport] {summary}\n{string.Join("\n", reportLines)}"); + + if (showDialog) + EditorUtility.DisplayDialog("ActorCore Motion Batch", summary, "확인"); + + return failedCount == 0; + } + + private static bool HasCopyEntries(ActorCoreMotionBatchManifest manifest) + { + return manifest.entries != null + && manifest.entries.Any(entry => string.Equals(entry.unityImportMode, "copy", StringComparison.OrdinalIgnoreCase)); + } + + private static void ApplyImporterSettings( + ActorCoreMotionBatchEntry entry, + ModelImporter importer, + string mode, + Avatar actorCoreAvatar) + { + importer.importAnimation = true; + importer.animationType = ModelImporterAnimationType.Human; + importer.avatarSetup = mode == "copy" + ? ModelImporterAvatarSetup.CopyFromOther + : ModelImporterAvatarSetup.CreateFromThisModel; + importer.sourceAvatar = mode == "copy" ? actorCoreAvatar : null; + importer.animationCompression = ModelImporterAnimationCompression.Optimal; + importer.optimizeGameObjects = false; + importer.optimizeBones = true; + importer.preserveHierarchy = false; + TakeInfo take = SelectPrimaryTake(importer.importedTakeInfos); + if (string.IsNullOrEmpty(take.name)) + { + importer.clipAnimations = Array.Empty(); + importer.SaveAndReimport(); + + ModelImporter refreshedImporter = AssetImporter.GetAtPath(entry.asset) as ModelImporter; + take = SelectPrimaryTake(refreshedImporter.importedTakeInfos); + } + + if (string.IsNullOrEmpty(take.name)) + return; + + ModelImporter targetImporter = AssetImporter.GetAtPath(entry.asset) as ModelImporter; + targetImporter.clipAnimations = new[] + { + CreateClipAnimation(entry, take), + }; + targetImporter.SaveAndReimport(); + } + + private static ModelImporterClipAnimation CreateClipAnimation(ActorCoreMotionBatchEntry entry, TakeInfo take) + { + float sampleRate = take.sampleRate > 0f ? take.sampleRate : 30f; + float firstFrame = take.startTime * sampleRate; + float lastFrame = take.stopTime * sampleRate; + + return new ModelImporterClipAnimation + { + takeName = take.name, + name = GetClipName(entry), + firstFrame = firstFrame, + lastFrame = Mathf.Max(firstFrame + 1f, lastFrame), + loopTime = false, + loopPose = false, + lockRootRotation = false, + lockRootHeightY = false, + lockRootPositionXZ = false, + }; + } + + private static TakeInfo SelectPrimaryTake(TakeInfo[] takes) + { + if (takes == null || takes.Length == 0) + return default; + + return takes + .Where(take => !string.IsNullOrEmpty(take.name)) + .Where(take => take.name.IndexOf("T-Pose", StringComparison.OrdinalIgnoreCase) < 0) + .OrderByDescending(take => take.stopTime - take.startTime) + .FirstOrDefault(); + } + + private static ImportValidation ValidateImportedAsset(string assetPath, string mode) + { + UnityEngine.Object[] assets = AssetDatabase.LoadAllAssetsAtPath(assetPath); + Transform[] transforms = assets.OfType().ToArray(); + Transform armatureTransform = transforms.FirstOrDefault(transform => transform.name == "Armature"); + Transform rootTransform = transforms.FirstOrDefault(transform => transform.name == "root"); + AnimationClip[] humanClips = assets + .OfType() + .Where(clip => !clip.name.StartsWith("__preview__", StringComparison.Ordinal)) + .Where(clip => clip.humanMotion) + .ToArray(); + Avatar[] avatars = assets.OfType().ToArray(); + + string[] humanClipNames = humanClips + .Select(clip => $"{clip.name}:{clip.length:0.###}") + .ToArray(); + string[] avatarNames = avatars + .Select(avatar => $"{avatar.name}:valid={avatar.isValid}:human={avatar.isHuman}") + .ToArray(); + + bool hasValidOwnAvatar = mode == "copy" || avatars.Any(avatar => avatar.isValid && avatar.isHuman); + bool success = armatureTransform == null + && rootTransform != null + && humanClips.Length > 0 + && hasValidOwnAvatar; + + string message = success + ? "OK" + : $"Armature={armatureTransform != null}, root={rootTransform != null}, humanClips={humanClips.Length}, avatars=[{string.Join(", ", avatarNames)}]"; + + return new ImportValidation + { + success = success, + transformCount = transforms.Length, + hasArmatureExtraRoot = armatureTransform != null, + rootParent = rootTransform != null && rootTransform.parent != null ? rootTransform.parent.name : "(none)", + humanClips = humanClipNames, + avatars = avatarNames, + message = message, + }; + } + + private static string GetClipName(ActorCoreMotionBatchEntry entry) + { + if (!string.IsNullOrEmpty(entry.clipName)) + return entry.clipName; + + return Path.GetFileNameWithoutExtension(entry.asset); + } + + private static string NormalizeImportMode(string mode) + { + return string.Equals(mode, "copy", StringComparison.OrdinalIgnoreCase) + ? "copy" + : "create"; + } + + private static bool TryLoadManifest(string manifestPath, out ActorCoreMotionBatchManifest manifest) + { + manifest = null; + + if (string.IsNullOrEmpty(manifestPath) || !File.Exists(manifestPath)) + { + Debug.LogError($"[ActorCoreMotionBatchImport] manifest를 찾지 못했습니다: {manifestPath}"); + return false; + } + + manifest = JsonUtility.FromJson(File.ReadAllText(manifestPath)); + if (manifest == null || manifest.entries == null) + { + Debug.LogError($"[ActorCoreMotionBatchImport] manifest 형식이 올바르지 않습니다: {manifestPath}"); + return false; + } + + if (!string.Equals(manifest.schema, ExpectedSchema, StringComparison.Ordinal)) + Debug.LogWarning($"[ActorCoreMotionBatchImport] 예상 schema와 다릅니다: {manifest.schema}"); + + return true; + } + + private static string GetManifestPathFromSelectionOrDialog() + { + string selectedPath = AssetDatabase.GetAssetPath(Selection.activeObject); + if (IsJsonAssetPath(selectedPath)) + return selectedPath; + + string absolutePath = EditorUtility.OpenFilePanel( + "ActorCore Motion Batch Manifest 선택", + Application.dataPath, + "json"); + if (string.IsNullOrEmpty(absolutePath)) + return null; + + string projectRoot = Path.GetFullPath(Path.Combine(Application.dataPath, "..")).Replace('\\', '/'); + string normalizedPath = Path.GetFullPath(absolutePath).Replace('\\', '/'); + if (!normalizedPath.StartsWith(projectRoot + "/", StringComparison.Ordinal)) + { + EditorUtility.DisplayDialog("ActorCore Motion Batch", "프로젝트 내부 manifest만 사용할 수 있습니다.", "확인"); + return null; + } + + string projectRelativePath = normalizedPath.Substring(projectRoot.Length + 1); + return IsJsonAssetPath(projectRelativePath) ? projectRelativePath : null; + } + + private static bool IsJsonAssetPath(string assetPath) + { + return !string.IsNullOrEmpty(assetPath) + && assetPath.StartsWith("Assets/", StringComparison.Ordinal) + && assetPath.EndsWith(".json", StringComparison.OrdinalIgnoreCase); + } +} diff --git a/Assets/_Game/Scripts/Editor/ActorCoreMotionBatchImportSettings.cs.meta b/Assets/_Game/Scripts/Editor/ActorCoreMotionBatchImportSettings.cs.meta new file mode 100644 index 00000000..ff72034e --- /dev/null +++ b/Assets/_Game/Scripts/Editor/ActorCoreMotionBatchImportSettings.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 2c79ec38acf2200d9a465f565d978ea8 \ No newline at end of file diff --git a/Docs/ActorCoreMotionBatchImport.md b/Docs/ActorCoreMotionBatchImport.md new file mode 100644 index 00000000..3f363a01 --- /dev/null +++ b/Docs/ActorCoreMotionBatchImport.md @@ -0,0 +1,69 @@ +# ActorCore Motion Batch Import + +`/home/dal4segno/다운로드/Motion*`처럼 외부에서 받은 ActorCore 계열 FBX를 프로젝트에 일괄 import하기 위한 절차입니다. + +## 목적 + +- 정상 ActorCore 101본 구조는 기존 `ActorCoreAvatar`를 `Copy From Other Avatar`로 적용합니다. +- `RootNode_0`, `CC_Base_BoneRoot`, `RL_BoneRoot` 같은 extra root/보조 본이 섞인 FBX는 Blender에서 정상 ActorCore 101본 구조로 정규화합니다. +- Unity에서는 정규화된 FBX를 `Create From This Model`로 import해 유효한 Humanoid Avatar와 `humanMotion` 클립을 생성합니다. +- 0프레임 `T-Pose` take는 제외하고 실제 모션 클립만 남깁니다. + +## 1. Blender 정규화와 manifest 생성 + +Unity 프로젝트 루트에서 실행합니다. + +```bash +python3 Tools/Blender/actorcore_motion_batch_import.py \ + --source-glob "/home/dal4segno/다운로드/Motion*/**/*.fbx" +``` + +기본 출력 위치는 `Assets/External/Animations/ActorCore/MotionBatch_YYYYMMDD`입니다. 같은 이름의 폴더가 이미 있으면 `_1`, `_2` suffix가 붙습니다. + +필요하면 batch 이름을 직접 지정할 수 있습니다. + +```bash +python3 Tools/Blender/actorcore_motion_batch_import.py \ + --source-glob "/home/dal4segno/다운로드/Motion*/**/*.fbx" \ + --batch-name MotionBatch_DrogCandidates +``` + +변환 없이 계획만 확인하려면 다음처럼 실행합니다. + +```bash +python3 Tools/Blender/actorcore_motion_batch_import.py \ + --source-glob "/home/dal4segno/다운로드/Motion*/**/*.fbx" \ + --dry-run +``` + +스크립트가 생성하는 manifest는 `_actorcore_motion_import_manifest.json`입니다. 이 파일에는 원본 경로, 복사된 asset 경로, sha256, 처리 방식(`copy` 또는 `create`), 제거된 본 목록이 기록됩니다. + +## 2. Unity import 설정 적용 + +1. Unity Editor에서 play mode가 꺼져 있는지 확인합니다. +2. Project 창에서 생성된 `_actorcore_motion_import_manifest.json`을 선택합니다. +3. 메뉴 `Tools/Animation/Apply ActorCore Motion Batch Import Settings`를 실행합니다. +4. 완료 후 Unity Console에 오류/경고가 없는지 확인합니다. + +메뉴는 manifest의 `unityImportMode`를 기준으로 다음을 적용합니다. + +- `copy`: `Humanoid / Copy From Other Avatar / ActorCoreAvatar` +- `create`: `Humanoid / Create From This Model` + +`copy` 적용 후 Unity가 유효한 `humanMotion` 클립을 만들지 못하면 자동으로 `Create From This Model`로 fallback합니다. + +## 검증 기준 + +성공 조건은 다음과 같습니다. + +- `Armature` extra transform이 없습니다. +- `root`가 FBX 루트 오브젝트 바로 아래에 있습니다. +- `AnimationClip.humanMotion == true`인 실제 모션 클립이 1개 이상 있습니다. +- `create` 모드 파일은 valid + human Avatar를 자체 sub-asset으로 가집니다. +- Unity Console에 import warning/error가 없습니다. + +## 주의 + +- 이 도구는 원본 다운로드 폴더의 FBX를 수정하지 않고, 프로젝트 하위 새 batch 폴더에 복사한 파일만 정규화합니다. +- 기준 rest skeleton은 기본적으로 `Assets/External/Animations/ActorCore/orc-jog.fbx`를 사용합니다. +- ActorCore와 다른 본 이름 체계를 가진 FBX는 자동 정규화가 실패할 수 있습니다. manifest에서 `unityImportMode: skip`과 오류 메시지를 확인하세요. diff --git a/Tools/Blender/actorcore_motion_batch_import.py b/Tools/Blender/actorcore_motion_batch_import.py new file mode 100755 index 00000000..37c1e088 --- /dev/null +++ b/Tools/Blender/actorcore_motion_batch_import.py @@ -0,0 +1,495 @@ +#!/usr/bin/env python3 +"""ActorCore 모션 FBX 배치 import 준비 도구. + +이 스크립트는 Unity 프로젝트 밖의 FBX를 ActorCore 하위 폴더로 복사하고, +Blender를 사용해 extra root/보조 본이 섞인 FBX를 정상 ActorCore 101본 구조로 정규화합니다. +Unity ModelImporter 설정은 생성된 manifest를 Unity 메뉴에서 적용합니다. +""" + +from __future__ import annotations + +import argparse +import datetime as dt +import glob +import hashlib +import json +import shutil +import subprocess +import sys +import tempfile +from pathlib import Path + + +DEFAULT_SOURCE_GLOB = "/home/dal4segno/다운로드/Motion*/**/*.fbx" +DEFAULT_TARGET_PARENT = "Assets/External/Animations/ActorCore" +DEFAULT_REFERENCE_FBX = "Assets/External/Animations/ActorCore/orc-jog.fbx" +DEFAULT_ACTOR_CORE_AVATAR = "Assets/External/Animations/ActorCore/ActorCoreAvatar.asset" +MANIFEST_NAME = "_actorcore_motion_import_manifest.json" + + +BLENDER_HELPER = r''' +import bpy +import json +import re +import sys +from pathlib import Path + +request_path = Path(sys.argv[sys.argv.index('--') + 1]) +result_path = Path(sys.argv[sys.argv.index('--') + 2]) +request = json.loads(request_path.read_text(encoding='utf-8')) +project_root = Path(request['projectRoot']) +reference_path = project_root / request['referenceFbx'] +entries = request['entries'] + +extra_bone_names = { + 'RootNode_0', + 'CC_Base_BoneRoot', + 'CC_Base_TearLine', + 'CC_Base_Tongue', + 'CC_Base_Eye', + 'FOR_SHOUDER_fix_0', + 'CC_Base_EyeOcclusion', + 'CC_Base_Teeth', +} +core_bones = [ + 'root', + 'CC_Base_Hip', + 'CC_Base_Pelvis', + 'CC_Base_L_Thigh', + 'CC_Base_R_Thigh', + 'CC_Base_Spine02', + 'CC_Base_L_Hand', + 'CC_Base_R_Hand', +] + + +def import_fbx(path): + bpy.ops.import_scene.fbx(filepath=str(path), automatic_bone_orientation=False, use_custom_normals=True) + armatures = [obj for obj in bpy.context.scene.objects if obj.type == 'ARMATURE'] + if not armatures: + raise RuntimeError(f'Armature not found: {path}') + return armatures[0] + + +def action_fcurves(action): + curves = [] + if hasattr(action, 'fcurves'): + try: + curves.extend(action.fcurves) + except Exception: + pass + for layer in getattr(action, 'layers', []) or []: + for strip in getattr(layer, 'strips', []) or []: + for bag in getattr(strip, 'channelbags', []) or []: + curves.extend(list(getattr(bag, 'fcurves', []) or [])) + return curves + + +def remove_fcurve(action, fcurve): + if hasattr(action, 'fcurves'): + try: + action.fcurves.remove(fcurve) + return True + except Exception: + pass + for layer in getattr(action, 'layers', []) or []: + for strip in getattr(layer, 'strips', []) or []: + for bag in getattr(strip, 'channelbags', []) or []: + try: + bag.fcurves.remove(fcurve) + return True + except Exception: + pass + return False + + +def get_classification(path): + bpy.ops.wm.read_factory_settings(use_empty=True) + armature = import_fbx(path) + names = [bone.name for bone in armature.data.bones] + parents = {bone.name: bone.parent.name if bone.parent else None for bone in armature.data.bones} + actions = [action.name for action in bpy.data.actions if 'T-Pose' not in action.name] + extras = [name for name in names if name in extra_bone_names] + missing_core = [name for name in core_bones if name not in names] + return { + 'boneCount': len(names), + 'rootParent': parents.get('root'), + 'hipParent': parents.get('CC_Base_Hip'), + 'extras': extras, + 'missingCore': missing_core, + 'actions': actions, + 'hasRlBoneRoot': 'RL_BoneRoot' in names, + } + + +def is_direct_candidate(classification): + return ( + classification['boneCount'] == 101 + and not classification['extras'] + and not classification['missingCore'] + and classification['hipParent'] == 'root' + ) + + +# 정상 ActorCore rest skeleton을 캡처한다. +bpy.ops.wm.read_factory_settings(use_empty=True) +reference_armature = import_fbx(reference_path) +bpy.context.view_layer.objects.active = reference_armature +reference_armature.select_set(True) +bpy.ops.object.mode_set(mode='EDIT') +reference = {} +reference_order = [] +for edit_bone in reference_armature.data.edit_bones: + reference_order.append(edit_bone.name) + reference[edit_bone.name] = { + 'head': edit_bone.head.copy(), + 'tail': edit_bone.tail.copy(), + 'roll': float(edit_bone.roll), + 'parent': edit_bone.parent.name if edit_bone.parent else None, + 'useConnect': bool(edit_bone.use_connect), + } +bpy.ops.object.mode_set(mode='OBJECT') +valid_bones = set(reference) +bone_pattern = re.compile(r'pose\.bones\["(.+?)"\]') +results = [] + +for entry in entries: + asset_path = project_root / entry['asset'] + before = get_classification(asset_path) + + if is_direct_candidate(before): + entry.update({ + 'processing': 'direct', + 'unityImportMode': 'copy', + 'removedBones': [], + 'sourceActions': before['actions'], + 'classificationBefore': before, + 'classificationAfter': before, + }) + results.append(entry) + continue + + bpy.ops.wm.read_factory_settings(use_empty=True) + armature = import_fbx(asset_path) + armature.name = 'Armature' + armature.data.name = 'Armature' + + bpy.context.view_layer.objects.active = armature + armature.select_set(True) + bpy.ops.object.mode_set(mode='EDIT') + edit_bones = armature.data.edit_bones + + if 'root' not in edit_bones and 'RL_BoneRoot' in edit_bones: + edit_bones['RL_BoneRoot'].name = 'root' + + source_names = {bone.name for bone in edit_bones} + missing_reference = [name for name in reference_order if name not in source_names] + if missing_reference: + bpy.ops.object.mode_set(mode='OBJECT') + entry.update({ + 'processing': 'failed', + 'unityImportMode': 'skip', + 'removedBones': [], + 'sourceActions': before['actions'], + 'classificationBefore': before, + 'classificationAfter': before, + 'error': 'Missing reference bones: ' + ', '.join(missing_reference), + }) + results.append(entry) + continue + + removed_bones = [] + for edit_bone in list(edit_bones): + if edit_bone.name not in reference: + removed_bones.append(edit_bone.name) + edit_bones.remove(edit_bone) + + for edit_bone in edit_bones: + edit_bone.use_connect = False + + for name in reference_order: + edit_bone = edit_bones[name] + info = reference[name] + edit_bone.head = info['head'] + edit_bone.tail = info['tail'] + edit_bone.roll = info['roll'] + + for name in reference_order: + edit_bone = edit_bones[name] + parent_name = reference[name]['parent'] + edit_bone.parent = edit_bones[parent_name] if parent_name else None + edit_bone.use_connect = reference[name]['useConnect'] + + bpy.ops.object.mode_set(mode='OBJECT') + + source_actions = [] + for action in list(bpy.data.actions): + if 'T-Pose' in action.name: + action.name = '0_T-Pose' + else: + clean_name = action.name.split('|')[-1] + action.name = clean_name + source_actions.append(clean_name) + + for action in list(bpy.data.actions): + for fcurve in list(action_fcurves(action)): + if 'RL_BoneRoot' in fcurve.data_path: + fcurve.data_path = fcurve.data_path.replace('RL_BoneRoot', 'root') + match = bone_pattern.search(fcurve.data_path) + if match and match.group(1) not in valid_bones: + remove_fcurve(action, fcurve) + + armature.animation_data_create() + armature.animation_data.action = None + bpy.ops.object.mode_set(mode='POSE') + bpy.ops.pose.select_all(action='SELECT') + bpy.ops.pose.transforms_clear() + bpy.ops.object.mode_set(mode='OBJECT') + bpy.context.scene.name = asset_path.stem + bpy.context.scene.frame_start = 1 + bpy.context.scene.frame_end = max([int(action.frame_range[1]) for action in bpy.data.actions if 'T-Pose' not in action.name] or [1]) + bpy.context.scene.frame_set(1) + + bpy.ops.object.select_all(action='DESELECT') + armature.select_set(True) + bpy.context.view_layer.objects.active = armature + + temp_path = asset_path.with_suffix('.normalized_tmp.fbx') + bpy.ops.export_scene.fbx( + filepath=str(temp_path), + use_selection=True, + object_types={'ARMATURE'}, + add_leaf_bones=False, + bake_anim=True, + bake_anim_use_all_actions=True, + bake_anim_use_nla_strips=False, + bake_anim_simplify_factor=0.0, + armature_nodetype='NULL', + use_armature_deform_only=True, + ) + asset_path.write_bytes(temp_path.read_bytes()) + temp_path.unlink() + + after = get_classification(asset_path) + normalized_ok = is_direct_candidate(after) + entry.update({ + 'processing': 'normalized' if normalized_ok else 'failed', + 'unityImportMode': 'create' if normalized_ok else 'skip', + 'removedBones': removed_bones, + 'sourceActions': source_actions, + 'classificationBefore': before, + 'classificationAfter': after, + }) + if not normalized_ok: + entry['error'] = 'Normalized FBX did not match ActorCore 101-bone structure.' + results.append(entry) + +result_path.write_text(json.dumps({'entries': results}, ensure_ascii=False, indent=2) + '\n', encoding='utf-8') +''' + + +def parse_args() -> argparse.Namespace: + parser = argparse.ArgumentParser(description="ActorCore 모션 FBX 배치 import 준비") + parser.add_argument( + "--source-glob", + action="append", + default=None, + help="가져올 FBX glob. 여러 번 지정 가능. 기본값: /home/dal4segno/다운로드/Motion*/**/*.fbx", + ) + parser.add_argument( + "--project-root", + default=".", + help="Unity 프로젝트 루트. 기본값: 현재 디렉터리", + ) + parser.add_argument( + "--target-parent", + default=DEFAULT_TARGET_PARENT, + help="새 batch 폴더를 만들 상위 Assets 경로", + ) + parser.add_argument( + "--batch-name", + default=None, + help="생성할 batch 폴더 이름. 기본값: MotionBatch_YYYYMMDD", + ) + parser.add_argument( + "--reference-fbx", + default=DEFAULT_REFERENCE_FBX, + help="정상 ActorCore rest skeleton 기준 FBX", + ) + parser.add_argument( + "--actor-core-avatar", + default=DEFAULT_ACTOR_CORE_AVATAR, + help="Unity CopyFromOther에 사용할 ActorCore Avatar asset 경로", + ) + parser.add_argument( + "--blender", + default="blender", + help="Blender 실행 파일 경로. 기본값: blender", + ) + parser.add_argument( + "--dry-run", + action="store_true", + help="복사/변환 없이 소스와 대상 경로만 출력", + ) + return parser.parse_args() + + +def project_relative(path: Path, project_root: Path) -> str: + return path.relative_to(project_root).as_posix() + + +def unique_target_folder(project_root: Path, target_parent: str, batch_name: str | None) -> Path: + parent = project_root / target_parent + name = batch_name or f"MotionBatch_{dt.datetime.now().strftime('%Y%m%d')}" + target = parent / name + if not target.exists(): + return target + + index = 1 + while True: + candidate = parent / f"{name}_{index}" + if not candidate.exists(): + return candidate + index += 1 + + +def find_sources(source_globs: list[str] | None) -> list[Path]: + patterns = source_globs or [DEFAULT_SOURCE_GLOB] + sources: list[Path] = [] + for pattern in patterns: + sources.extend(Path(path).resolve() for path in glob.glob(pattern, recursive=True)) + return sorted(path for path in set(sources) if path.is_file() and path.suffix.lower() == ".fbx") + + +def make_unique_asset_name(source: Path, used_names: dict[str, int]) -> str: + name = source.name + if name not in used_names: + used_names[name] = 1 + return name + + marker = "" + for part in source.parts: + match = re_match_motion_folder(part) + if match is not None: + marker = match + break + + if not marker: + marker = f"dup{used_names[name]}" + + used_names[name] += 1 + return f"{source.stem}_{marker}{source.suffix.lower()}" + + +def re_match_motion_folder(folder_name: str) -> str | None: + import re + + match = re.fullmatch(r"Motion(?: \((\d+)\))?", folder_name) + if not match: + return None + return "motion" + (match.group(1) or "0") + + +def sha256(path: Path) -> str: + digest = hashlib.sha256() + with path.open("rb") as stream: + for chunk in iter(lambda: stream.read(1024 * 1024), b""): + digest.update(chunk) + return digest.hexdigest() + + +def write_blender_request(project_root: Path, reference_fbx: str, entries: list[dict]) -> tuple[Path, Path, Path]: + temp_dir = Path(tempfile.mkdtemp(prefix="actorcore_batch_")) + helper_path = temp_dir / "actorcore_blender_helper.py" + request_path = temp_dir / "request.json" + result_path = temp_dir / "result.json" + helper_path.write_text(BLENDER_HELPER, encoding="utf-8") + request_path.write_text( + json.dumps( + { + "projectRoot": str(project_root), + "referenceFbx": reference_fbx, + "entries": entries, + }, + ensure_ascii=False, + indent=2, + ) + + "\n", + encoding="utf-8", + ) + return helper_path, request_path, result_path + + +def main() -> int: + args = parse_args() + project_root = Path(args.project_root).resolve() + if not (project_root / "Assets").is_dir(): + print(f"Unity 프로젝트 루트를 찾지 못했습니다: {project_root}", file=sys.stderr) + return 2 + + sources = find_sources(args.source_glob) + if not sources: + print("가져올 FBX가 없습니다.", file=sys.stderr) + return 1 + + target_folder = unique_target_folder(project_root, args.target_parent, args.batch_name) + used_names: dict[str, int] = {} + planned_entries = [] + for source in sources: + asset_name = make_unique_asset_name(source, used_names) + asset_path = target_folder / asset_name + planned_entries.append( + { + "source": str(source), + "asset": project_relative(asset_path, project_root), + "clipName": asset_path.stem, + "sha256": sha256(source), + "size": source.stat().st_size, + } + ) + + print(f"대상 폴더: {project_relative(target_folder, project_root)}") + for entry in planned_entries: + print(f"- {entry['asset']} <- {entry['source']}") + + if args.dry_run: + return 0 + + target_folder.mkdir(parents=True, exist_ok=False) + for entry in planned_entries: + shutil.copy2(entry["source"], project_root / entry["asset"]) + + helper_path, request_path, result_path = write_blender_request(project_root, args.reference_fbx, planned_entries) + command = [args.blender, "-b", "--python", str(helper_path), "--", str(request_path), str(result_path)] + subprocess.run(command, check=True) + + result = json.loads(result_path.read_text(encoding="utf-8")) + entries = result["entries"] + manifest = { + "schema": "colosseum.actorcoreMotionBatchImport@1", + "createdAtUtc": dt.datetime.now(dt.timezone.utc).isoformat(), + "projectRoot": str(project_root), + "referenceFbx": args.reference_fbx, + "actorCoreAvatar": args.actor_core_avatar, + "targetFolder": project_relative(target_folder, project_root), + "entries": entries, + } + manifest_path = target_folder / MANIFEST_NAME + manifest_path.write_text(json.dumps(manifest, ensure_ascii=False, indent=2) + "\n", encoding="utf-8") + + failed = [entry for entry in entries if entry.get("unityImportMode") == "skip"] + print(f"\nmanifest: {project_relative(manifest_path, project_root)}") + print(f"직접 ActorCoreAvatar 후보: {sum(1 for entry in entries if entry.get('unityImportMode') == 'copy')}개") + print(f"정규화 후 자체 Avatar 후보: {sum(1 for entry in entries if entry.get('unityImportMode') == 'create')}개") + if failed: + print(f"실패: {len(failed)}개", file=sys.stderr) + for entry in failed: + print(f"- {entry['asset']}: {entry.get('error', 'unknown error')}", file=sys.stderr) + return 1 + + print("Unity에서 Tools/Animation/Apply ActorCore Motion Batch Import Settings 메뉴로 manifest를 적용하세요.") + return 0 + + +if __name__ == "__main__": + raise SystemExit(main())