implementation of drecon in unity 2022 lts
forked from:
https://github.com/joanllobera/marathon-envs
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350 lines
8.1 KiB
350 lines
8.1 KiB
using System;
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using System.Linq;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class RagdollControllerArtanim : MonoBehaviour
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//this class does exactly the symetrical of MocapControllerArtanim: it maps animations from a ragdoll to a rigged character
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{
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[SerializeField]
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ArticulationBody _articulationBodyRoot;
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//to generate an environment automatically from a rigged character and an animation (see folder ROM-extraction)
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public ArticulationBody ArticulationBodyRoot { set => _articulationBodyRoot = value;
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get => _articulationBodyRoot; }
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private List<ArticulationBody> _articulationbodies = null;
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private List<Transform> _targetPoseTransforms = null;
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private List<MappingOffset> _offsetsRB2targetPoseTransforms = null;
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private List<MappingOffset> _offsetsSource2RB = null;
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[Space(20)]
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//not used in
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[SerializeField]
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float _debugDistance= 0.0f;
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[SerializeField]
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bool _isGeneratedProcedurally = false;
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public bool IsGeneratedProcedurally { set => _isGeneratedProcedurally = value; }
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[SerializeField]
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bool _debugWithRigidBody = false;
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[SerializeField]
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Rigidbody _rigidbodyRoot;
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private List<Rigidbody> _rigidbodies = null;
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// Start is called before the first frame update
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public void Start()
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{
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}
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//this one is for the case where everything is generated procedurally
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void SetOffsetRB2targetPoseInProceduralWorld() {
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if(_targetPoseTransforms == null)
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_targetPoseTransforms = GetComponentsInChildren<Transform>().ToList();
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if(_offsetsRB2targetPoseTransforms == null)
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_offsetsRB2targetPoseTransforms = new List<MappingOffset>();
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if(_articulationbodies == null)
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_articulationbodies = _articulationBodyRoot.GetComponentsInChildren<ArticulationBody>().ToList();
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foreach (ArticulationBody ab in _articulationbodies) {
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//ArticulationBody ab = _articulationbodies.First(x => x.name == abname);
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string[] temp = ab.name.Split(':');
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//if it has another ":" in the name, it crashes miserably
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//string tname = temp[1];
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//instead, we do:
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string tname = ab.name.TrimStart(temp[0].ToArray<char>());
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tname = tname.TrimStart(':');
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//Debug.Log("the full name is: " + ab.name + " and the trimmed name is: " + tname);
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//if structure is "articulation:" + t.name, it comes from a joint:
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if (temp[0].Equals("articulation")) {
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Transform t = _targetPoseTransforms.First(x => x.name == tname);
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//TODO: check these days if those values are different from 0, sometimes
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Quaternion qoffset = ab.transform.rotation * Quaternion.Inverse(t.rotation);
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MappingOffset r = new MappingOffset(t, ab, Quaternion.Inverse(qoffset));
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if (ab.isRoot)
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{
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r.SetAsRoot(true, _debugDistance);
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}
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_offsetsRB2targetPoseTransforms.Add(r);
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}
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}
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}
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MappingOffset SetOffsetRB2targetPose(string rbname, string tname)
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{
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//here we set up:
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// a. the transform of the rigged character output
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// b. the rigidbody of the physical character
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// c. the offset calculated between the rigged character INPUT, and the rigidbody
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if (_targetPoseTransforms == null)
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{
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_targetPoseTransforms = GetComponentsInChildren<Transform>().ToList();
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// Debug.Log("the number of transforms intarget pose is: " + _targetPoseTransforms.Count);
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}
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if (_offsetsRB2targetPoseTransforms == null)
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{
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_offsetsRB2targetPoseTransforms = new List<MappingOffset>();
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}
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if (_articulationbodies == null)
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{
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if (_debugWithRigidBody) {
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_rigidbodies = _rigidbodyRoot.GetComponentsInChildren<Rigidbody>().ToList();
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}
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else {
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_articulationbodies = _articulationBodyRoot.GetComponentsInChildren<ArticulationBody>().ToList();
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}
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}
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Transform rb;
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if (_debugWithRigidBody)
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{
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rb = _rigidbodies.First(x => x.name == rbname).transform;
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}else
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{
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rb = null;
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try
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{
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rb = _articulationbodies.First(x => x.name == rbname).transform;
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if (rb == null)
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{
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Debug.LogError("no rigidbody with name " + rbname);
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}
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}
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catch {
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Debug.LogError("problem with finding rigidbody with a name like: " + rbname);
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}
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}
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Transform t = null;
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try
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{
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t = _targetPoseTransforms.First(x => x.name == tname);
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}
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catch
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{
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Debug.LogError("no bone transform with name in target pose" + tname);
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}
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Transform tref = null;
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try
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{
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tref = _targetPoseTransforms.First(x => x.name == tname);
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}
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catch
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{
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Debug.LogError("no bone transform with name in input pose " + tname);
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}
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//from refPose to Physical body:
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//q_{physical_body} = q_{offset} * q_{refPose}
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//q_{offset} = q_{physical_body} * Quaternion.Inverse(q_{refPose})
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//Quaternion qoffset = rb.transform.localRotation * Quaternion.Inverse(tref.localRotation);
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Quaternion qoffset = rb.transform.rotation * Quaternion.Inverse(tref.rotation);
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//from physical body to targetPose:
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//q_{target_pose} = q_{offset2} * q_{physical_body}
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//q_{offset2} = Quaternion.Inverse(q_{offset})
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MappingOffset r;
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if (_debugWithRigidBody)
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{
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Rigidbody myrb = rb.GetComponent<Rigidbody>();
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r = new MappingOffset(t, myrb, Quaternion.Inverse(qoffset));
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r.SetAsRagdollcontrollerDebug(_debugWithRigidBody);
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}
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else
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{
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ArticulationBody myrb = rb.GetComponent<ArticulationBody>();
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r = new MappingOffset(t, myrb, Quaternion.Inverse(qoffset));
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}
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_offsetsRB2targetPoseTransforms.Add(r);
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return r;
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}
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void MimicPhysicalChar()
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{
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try
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{
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foreach (MappingOffset o in _offsetsRB2targetPoseTransforms)
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{
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o.UpdateRotation();
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}
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}
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catch
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{
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Debug.Log("not calibrated yet...");
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}
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}
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private void FixedUpdate()
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{
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MimicAnimationArtanim();
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}
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void MimicAnimationArtanim()
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{
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if (_offsetsRB2targetPoseTransforms == null)
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{
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if (_isGeneratedProcedurally)
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{
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SetOffsetRB2targetPoseInProceduralWorld();
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}
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else {
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MappingOffset o = SetOffsetRB2targetPose("articulation:Hips", "mixamorig:Hips");
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o.SetAsRoot(true, _debugDistance);
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SetOffsetRB2targetPose("articulation:Spine", "mixamorig:Spine");
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SetOffsetRB2targetPose("articulation:Spine1", "mixamorig:Spine1");
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SetOffsetRB2targetPose("articulation:Spine2", "mixamorig:Spine2");
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SetOffsetRB2targetPose("articulation:Neck", "mixamorig:Neck");
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SetOffsetRB2targetPose("head", "mixamorig:Head");
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SetOffsetRB2targetPose("articulation:LeftShoulder", "mixamorig:LeftShoulder");
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SetOffsetRB2targetPose("articulation:LeftArm", "mixamorig:LeftArm");
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SetOffsetRB2targetPose("articulation:LeftForeArm", "mixamorig:LeftForeArm");
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// SetOffsetRB2targetPose("left_hand", "mixamorig:LeftHand");
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// hands do not have rigidbodies
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SetOffsetRB2targetPose("articulation:RightShoulder", "mixamorig:RightShoulder");
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SetOffsetRB2targetPose("articulation:RightArm", "mixamorig:RightArm");
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SetOffsetRB2targetPose("articulation:RightForeArm", "mixamorig:RightForeArm");
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// SetOffsetRB2targetPose("right_hand", "mixamorig:RightHand");
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SetOffsetRB2targetPose("articulation:LeftUpLeg", "mixamorig:LeftUpLeg");
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// SetOffsetRB2targetPose("left_shin", "mixamorig:LeftLeg");
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SetOffsetRB2targetPose("articulation:LeftLeg", "mixamorig:LeftLeg");
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SetOffsetRB2targetPose("articulation:LeftFoot", "mixamorig:LeftFoot");
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SetOffsetRB2targetPose("articulation:LeftToeBase", "mixamorig:LeftToeBase");
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// SetOffsetRB2targetPose("right_left_foot", "mixamorig:LeftToeBase");
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SetOffsetRB2targetPose("articulation:RightUpLeg", "mixamorig:RightUpLeg");
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//SetOffsetRB2targetPose("right_shin", "mixamorig:RightLeg");
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SetOffsetRB2targetPose("articulation:RightLeg", "mixamorig:RightLeg");
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SetOffsetRB2targetPose("articulation:RightFoot", "mixamorig:RightFoot");
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SetOffsetRB2targetPose("articulation:RightToeBase", "mixamorig:RightToeBase");
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// SetOffsetRB2targetPose("left_right_foot", "mixamorig:RightToeBase");
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}
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}
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else
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{
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MimicPhysicalChar();
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}
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}
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}
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