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FinalIK+LeapMotion Core Assets v4.1.1でMMDの指を動かす

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FinalIK+LeapMotion Core Assets v4.1.1でMMDの指を動かす

えぇ afjkさんの真似です。
LeapMotionのCore Assets v4.1.1になってからなんか色々とnamespaceや関数が微妙に変わってる気がするのですが如何でしょうか?
(気のせいかなぁ。。。ちゃんと調べろと。。。)
めんどくさいのでFinalIKを直接叩いて動かしてしまえーってのが趣旨です。
指を動かす時の手順やパラメータが複雑なのでメモ書きも兼ねてこの記事です。

1.準備

2.LeapHandcontrollerでFinalIKを扱えるスクリプトの作成

こんな感じで継承して作成(かなり適当)

FinalIKOrionLeapHandController.cs
/**
FinalIKを使ったLeapMotion Orion用HandController

Author: MiyuMiyu
*/

using UnityEngine;
using Leap.Unity;
using Leap;
using System.Collections.Generic;
using RootMotion.FinalIK;

public class FinalIKOrionLeapHandController : LeapHandController
{

    [SerializeField]
    private FullBodyBipedIK fullbodyIK;

    public bool ikActive = true;
    public bool leftActive = false;
    public bool rightActive = false;

    public GameObject avatarLeftHand;   //keeps track of the left hand gameobject for IK
    public GameObject avatarRightHand;  //keeps track of the right hand gameobject for IK
    [HideInInspector]
    public HandModel leftHand;
    [HideInInspector]
    public HandModel rightHand;

    protected virtual void Awake()
    {
        if(fullbodyIK == null)
        {
            fullbodyIK = gameObject.transform.root.GetComponent<FullBodyBipedIK>();
        }
        if(fullbodyIK == null)
        {
            Debug.LogError("FinalIKOrionLeapHandController:: no FullBodyBipedIK found on GameObject or any of its parent transforms. ");
        }

        if (leftHand == null && avatarLeftHand != null)
            leftHand = avatarLeftHand.GetComponent<RiggedHand>();
        if (rightHand == null && avatarRightHand != null)
            rightHand = avatarRightHand.GetComponent<RiggedHand>();

        if (leftHand == null)
            Debug.LogError("IKOrionLeapHandController::Awake::No Rigged Hand set for left hand parameter. You have to set this in the inspector.");
        if (rightHand == null)
            Debug.LogError("IKOrionLeapHandController::Awake::No Rigged Hand set for right hand parameter. You have to set this in the inspector.");

        // Physic Handは使用しないのでDisableにする
        physicsEnabled = false;

    }

    protected override void Start()
    {
        provider = GetComponent<LeapProvider>();
        if (provider == null)
        {
            Debug.LogError("IKOrionLeapHandController::Start::No Leap Provider component was present on " + gameObject.name);
            Debug.Log("Added a Leap Service Provider with default settings.");
            gameObject.AddComponent<LeapServiceProvider>();
        }

    }

    void Update()
    {
        if (graphicsEnabled)
        {
            UpdateHandRepresentations();

            if (ikActive)
            {

                if (leftActive && leftHand != null)
                {

                    RiggedHand l = leftHand as RiggedHand;

                    fullbodyIK.solver.leftArmMapping.weight = 1.0f;
                    fullbodyIK.solver.leftArmMapping.maintainRotationWeight = 1.0f;

                    fullbodyIK.solver.leftHandEffector.positionWeight = 1.0f;
                    fullbodyIK.solver.leftHandEffector.rotationWeight = 1.0f;
                    fullbodyIK.solver.leftHandEffector.position = leftHand.GetPalmPosition();
                    fullbodyIK.solver.leftHandEffector.rotation = leftHand.GetPalmRotation() * l.Reorientation();
                    fullbodyIK.solver.leftArmChain.bendConstraint.weight = 1.0f;

                }
                else
                {
                    fullbodyIK.solver.leftArmMapping.weight = 0.0f;
                    fullbodyIK.solver.leftArmMapping.maintainRotationWeight = 0.0f;
                    fullbodyIK.solver.leftHandEffector.positionWeight = 0.0f;
                    fullbodyIK.solver.leftHandEffector.rotationWeight = 0.0f;
                    fullbodyIK.solver.leftArmChain.bendConstraint.weight = 0.0f;
                }

                if (rightActive && rightHand != null)
                {

                    RiggedHand r = rightHand as RiggedHand;

                    fullbodyIK.solver.rightArmMapping.weight = 1.0f;
                    fullbodyIK.solver.rightArmMapping.maintainRotationWeight = 1.0f;
                    fullbodyIK.solver.rightHandEffector.positionWeight = 1.0f;
                    fullbodyIK.solver.rightHandEffector.rotationWeight = 1.0f;
                    fullbodyIK.solver.rightHandEffector.position = rightHand.GetPalmPosition();
                    fullbodyIK.solver.rightHandEffector.rotation = rightHand.GetPalmRotation() * r.Reorientation();
                    fullbodyIK.solver.rightArmChain.bendConstraint.weight = 1.0f;

                }
                else
                {
                    fullbodyIK.solver.rightArmMapping.weight = 0.0f;
                    fullbodyIK.solver.rightArmMapping.maintainRotationWeight = 0.0f;
                    fullbodyIK.solver.rightHandEffector.positionWeight = 0.0f;
                    fullbodyIK.solver.rightHandEffector.rotationWeight = 0.0f;
                    fullbodyIK.solver.rightArmChain.bendConstraint.weight = 0.0f;
                }
            }

        }
    }

    /// <summary>
    /// Tells the hands to update to match the new Leap Motion hand frame data. Also keeps track of
    /// which hands are currently active.
    /// </summary>
    void UpdateHandRepresentations()
    {
        leftActive = false;
        rightActive = false;
        foreach (Leap.Hand curHand in provider.CurrentFrame.Hands)
        {
            if (curHand.IsLeft)
            {
                leftHand.SetLeapHand(curHand);
                leftHand.UpdateHand();
                leftActive = true;
            }
            if (curHand.IsRight)
            {
                rightHand.SetLeapHand(curHand);
                rightHand.UpdateHand();
                rightActive = true;
            }
        }
    }

}

3.モデルにFinalIKを入れる

モデルにFinalIKのFullBodyBipedIKを入れます
(コンポーネントをそのままドラック&ドロップでOK)
a13347b4a7dbbd1b4b433116417d786c.png

4.モデルの目(頭のあたり)にLeapMotion関連のスクリプトを置く

モデルのheadの子オブジェクトになるようの空のゲームオブジェクトを作成
そのゲームオブジェクトの名前を【LeapSpacer】という名前にしてその子供にもう一つ空のゲームオブジェクトを作成し名前を【LeapMotion】として、その中に必要なスクリプトを置きます。
(場所の微調整は【LeapSpacer】で行います)

648a4d1c839e072451c481d406241e5a.png

LeapSpacerのポジションは若干前に出して、ローテションは図の通りになります。
2c2ee76790c5f8fbc553bc1e545a31a7.png

LeapMotionに必要なスクリプト
- LeapServiceProvider
- FinalIKOrionLeapHandController(さっき作ったやつ)

を入れます

63316525f003b5a69476deb0f11f76ae.png

FinalIKOrionLeapHandControllerのAvater Left Hand 、Avatar Right HandにモデルのWristを入れます。

5.モデルの手と指を地道に設定する

モデルの手にRiggedHand、指それぞれにRiggedFingerを入れて設定していきます

右手(RightWrist)
b65a78d90b6dbb60336f1e841c35c5cd.png

右手の指(親指以外)
9602bdb200e1c78bf3488f4d6adffb62.png
(Jointsはいらない。 FingerTypeとElementは指に合わせて適宜変更)

右手の指(親指)
44adcf584dfda15128a6070b6fc22ff6.png

左手(RightWrist)
1f38d6c7ff733946118077f5b92088f8.png

左手の指(親指以外)
5fb7d6a4da4af70f4f212f4377bf6986.png
(Jointsはいらない。 FingerTypeとElementは指に合わせて適宜変更)

左手の指(親指)
994df4d5485d12e2dfcabc3d63afbcd0.png

設定完了

これでたぶん動くはず
(アニメーションとかそのあたりの兼ね合いもありますので、動かなかったらごめんなさい)

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