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diff --git a/Assets/External/Animations/ActorCore/MotionBatch_20260424/forward-straight-punch-r.fbx b/Assets/External/Animations/ActorCore/MotionBatch_20260424/forward-straight-punch-r.fbx
new file mode 100644
index 00000000..b1a0bc83
Binary files /dev/null and b/Assets/External/Animations/ActorCore/MotionBatch_20260424/forward-straight-punch-r.fbx differ
diff --git a/Assets/External/Animations/ActorCore/MotionBatch_20260424/forward-straight-punch-r.fbx.meta b/Assets/External/Animations/ActorCore/MotionBatch_20260424/forward-straight-punch-r.fbx.meta
new file mode 100644
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--- /dev/null
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diff --git a/Assets/External/Animations/ActorCore/MotionBatch_20260424/orc-chop-mirror.fbx b/Assets/External/Animations/ActorCore/MotionBatch_20260424/orc-chop-mirror.fbx
new file mode 100644
index 00000000..4b002469
Binary files /dev/null and b/Assets/External/Animations/ActorCore/MotionBatch_20260424/orc-chop-mirror.fbx differ
diff --git a/Assets/External/Animations/ActorCore/MotionBatch_20260424/orc-chop-mirror.fbx.meta b/Assets/External/Animations/ActorCore/MotionBatch_20260424/orc-chop-mirror.fbx.meta
new file mode 100644
index 00000000..6ab951af
--- /dev/null
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+ scale: {x: 1.0000004, y: 1.0000004, z: 1.0000004}
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+ - name: CC_Base_R_Pinky1
+ parentName: CC_Base_R_Hand
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+ parentName: CC_Base_R_Pinky1
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+ scale: {x: 1.0000008, y: 1, z: 1.0000005}
+ - name: CC_Base_R_Pinky3
+ parentName: CC_Base_R_Pinky2
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+ scale: {x: 1.0000005, y: 1.0000006, z: 1.0000006}
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+ parentName: CC_Base_R_Upperarm
+ position: {x: 0.0000010870025, y: -0.0000002786517, z: 0.00000009164214}
+ rotation: {x: 0.00000027444196, y: -0.0010088235, z: -0.0000003858496, w: 0.9999995}
+ scale: {x: 1.0000005, y: 1.0000001, z: 1.0000002}
+ - name: CC_Base_R_UpperarmTwist02
+ parentName: CC_Base_R_UpperarmTwist01
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+ foreArmTwist: 0.5
+ upperLegTwist: 0.5
+ legTwist: 0.5
+ armStretch: 0.05
+ legStretch: 0.05
+ feetSpacing: 0
+ globalScale: 1
+ rootMotionBoneName:
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+ hasExtraRoot: 0
+ skeletonHasParents: 1
+ lastHumanDescriptionAvatarSource: {instanceID: 0}
+ autoGenerateAvatarMappingIfUnspecified: 1
+ animationType: 3
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+ avatarSetup: 1
+ addHumanoidExtraRootOnlyWhenUsingAvatar: 1
+ importBlendShapeDeformPercent: 1
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+ additionalBone: 0
+ userData:
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diff --git a/Assets/External/Animations/ActorCore/MotionBatch_20260424/orc-chop.fbx 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 @@
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+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:
+ animationImportWarnings: "\nClip 'Armature|orc-chop' 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 discarded.\n"
+ animationRetargetingWarnings:
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+ importAnimatedCustomProperties: 0
+ importConstraints: 0
+ animationCompression: 3
+ animationRotationError: 0.5
+ animationPositionError: 0.5
+ animationScaleError: 0.5
+ animationWrapMode: 0
+ extraExposedTransformPaths: []
+ extraUserProperties: []
+ clipAnimations:
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+ name: orc-chop
+ takeName: Armature|orc-chop
+ internalID: -8751659441991159448
+ firstFrame: 0
+ lastFrame: 93.00001
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+ level: 0
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diff --git a/Assets/External/Animations/ActorCore/MotionBatch_20260424/orc-stomp-mirror.fbx b/Assets/External/Animations/ActorCore/MotionBatch_20260424/orc-stomp-mirror.fbx
new file mode 100644
index 00000000..7171d24c
Binary files /dev/null and b/Assets/External/Animations/ActorCore/MotionBatch_20260424/orc-stomp-mirror.fbx differ
diff --git a/Assets/External/Animations/ActorCore/MotionBatch_20260424/orc-stomp-mirror.fbx.meta b/Assets/External/Animations/ActorCore/MotionBatch_20260424/orc-stomp-mirror.fbx.meta
new file mode 100644
index 00000000..3438f0c1
--- /dev/null
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diff --git a/Assets/External/Animations/ActorCore/MotionBatch_20260424/orc-stomp.fbx b/Assets/External/Animations/ActorCore/MotionBatch_20260424/orc-stomp.fbx
new file mode 100644
index 00000000..a34c9927
Binary files /dev/null and b/Assets/External/Animations/ActorCore/MotionBatch_20260424/orc-stomp.fbx differ
diff --git a/Assets/External/Animations/ActorCore/MotionBatch_20260424/orc-stomp.fbx.meta b/Assets/External/Animations/ActorCore/MotionBatch_20260424/orc-stomp.fbx.meta
new file mode 100644
index 00000000..90e61413
--- /dev/null
+++ b/Assets/External/Animations/ActorCore/MotionBatch_20260424/orc-stomp.fbx.meta
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diff --git a/Assets/External/Animations/ActorCore/MotionBatch_20260424/orc-stomp_motion9.fbx b/Assets/External/Animations/ActorCore/MotionBatch_20260424/orc-stomp_motion9.fbx
new file mode 100644
index 00000000..df33e114
Binary files /dev/null and b/Assets/External/Animations/ActorCore/MotionBatch_20260424/orc-stomp_motion9.fbx differ
diff --git a/Assets/External/Animations/ActorCore/MotionBatch_20260424/orc-stomp_motion9.fbx.meta b/Assets/External/Animations/ActorCore/MotionBatch_20260424/orc-stomp_motion9.fbx.meta
new file mode 100644
index 00000000..5db8cba2
--- /dev/null
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diff --git a/Assets/External/Animations/ActorCore/MotionBatch_20260424/uppercut-l-mirror.fbx b/Assets/External/Animations/ActorCore/MotionBatch_20260424/uppercut-l-mirror.fbx
new file mode 100644
index 00000000..2a0703bf
Binary files /dev/null and b/Assets/External/Animations/ActorCore/MotionBatch_20260424/uppercut-l-mirror.fbx differ
diff --git a/Assets/External/Animations/ActorCore/MotionBatch_20260424/uppercut-l-mirror.fbx.meta b/Assets/External/Animations/ActorCore/MotionBatch_20260424/uppercut-l-mirror.fbx.meta
new file mode 100644
index 00000000..446532f4
--- /dev/null
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diff --git a/Assets/External/Animations/ActorCore/MotionBatch_20260424/uppercut-l.fbx b/Assets/External/Animations/ActorCore/MotionBatch_20260424/uppercut-l.fbx
new file mode 100644
index 00000000..73f8bdea
Binary files /dev/null and b/Assets/External/Animations/ActorCore/MotionBatch_20260424/uppercut-l.fbx differ
diff --git a/Assets/External/Animations/ActorCore/MotionBatch_20260424/uppercut-l.fbx.meta b/Assets/External/Animations/ActorCore/MotionBatch_20260424/uppercut-l.fbx.meta
new file mode 100644
index 00000000..95034d40
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diff --git a/Assets/External/Animations/ActorCore/MotionBatch_20260424/uppercut-l_motion8.fbx b/Assets/External/Animations/ActorCore/MotionBatch_20260424/uppercut-l_motion8.fbx
new file mode 100644
index 00000000..73f8bdea
Binary files /dev/null and b/Assets/External/Animations/ActorCore/MotionBatch_20260424/uppercut-l_motion8.fbx differ
diff --git a/Assets/External/Animations/ActorCore/MotionBatch_20260424/uppercut-l_motion8.fbx.meta b/Assets/External/Animations/ActorCore/MotionBatch_20260424/uppercut-l_motion8.fbx.meta
new file mode 100644
index 00000000..3f773c9d
--- /dev/null
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diff --git a/Assets/External/Animations/ActorCore/orc-stomp.fbx b/Assets/External/Animations/ActorCore/orc-stomp.fbx
new file mode 100644
index 00000000..61e2fee5
Binary files /dev/null and b/Assets/External/Animations/ActorCore/orc-stomp.fbx differ
diff --git a/Assets/External/Animations/ActorCore/orc-stomp.fbx.meta b/Assets/External/Animations/ActorCore/orc-stomp.fbx.meta
new file mode 100644
index 00000000..a9f75714
--- /dev/null
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+ 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())