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# IMPORTANT: make sure no animation is assigned | |
# to the rig before you run this script, | |
# otherwise linked animation data will be corrupted. | |
import bpy | |
# ---------------------------------- | |
# Mixamo left/right bone names start with 'Left'/'Right' | |
# Instead we apply Blender's standard .L/.R suffix | |
# and get rid of long suffix |
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/* | |
Copyright (c) 2018 Pete Michaud, github.com/PeteMichaud | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the Software is | |
furnished to do so, subject to the following conditions: |
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// A function that calculates the initial velocity of a rigidbody to hit the end point within the specified flight time. | |
// Rigidbody must have drag set to 0, otherwise it wont work. | |
// Classical projectile physics (dx = v0*t, dy = v0*t-0.5gt^2 type stuff) | |
private Vector3 GetLaunchVelocity(float flightTime, Vector3 startingPoint, Vector3 endPoint) { | |
Vector3 gravityNormal = Physics.gravity.normalized; | |
Vector3 dx = Vector3.ProjectOnPlane(endPoint, gravityNormal) - Vector3.ProjectOnPlane(startingPoint, gravityNormal); | |
Vector3 initialVelocityX = dx/flightTime; | |
Vector3 dy = Vector3.Project(endPoint, gravityNormal) - Vector3.Project(startingPoint, gravityNormal); | |
Vector3 g = 0.5f * Physics.gravity * (flightTime * flightTime); |
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