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// Copyright 2022 John Austin - Pontoco | |
// License: MIT | |
// https://choosealicense.com/licenses/mit/ | |
// This is the rigging code that is used to calculate IK and place arm bones in The Last Clockwinder. | |
// It began using the Unity Animation Rigging package, but we found that to be too slow and overly separated into too many | |
// trivial jobs (it was dominated by scheduling time). | |
// This code is largely the result of manually inlining all of the rigging code we were using from our Animation Rigging setup. | |
// You'll notice that it's well setup to run as a Job! But we never needed the extra performance. In face, just running this code 25 times |
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[MenuItem("Assets/Check FBX for Issues")] | |
private static void CheckFBX() | |
{ | |
var paths = Selection.assetGUIDs.Select(s => | |
Path.GetFullPath(Path.Combine(Application.dataPath, "..", AssetDatabase.GUIDToAssetPath(s)))).ToArray(); | |
var exe = Path.GetFullPath(Path.Combine(Application.dataPath, "..", "..", "Tools", "Hooks", | |
"fbx_sanitizer.exe")); | |
// Start the child process. |
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// Author: John Austin | |
// Licensed under MIT License | |
using System; | |
using System.Reflection; | |
using UnityEditor; | |
using UnityEditor.EditorTools; | |
using UnityEditor.ShortcutManagement; | |
using UnityEngine; |
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using System.Linq; | |
using UnityEngine; | |
#if UNITY_EDITOR | |
using System; | |
using UnityEditor; | |
#endif | |
namespace Global.Scripts.ConstructionScript | |
{ |
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using System.Linq; | |
using UnityEngine; | |
#if UNITY_EDITOR | |
using System; | |
using UnityEditor; | |
#endif | |
namespace Global.Scripts.ConstructionScript | |
{ |