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component: {fileID: 1540736803} - component: {fileID: 1540736802} - component: {fileID: 1540736804} m_Layer: 0 m_Name: _READ ME! m_TagString: Untagged m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 m_IsActive: 1 --- !u!114 &1540736802 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 1540736801} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 92471cc1733c49042be56cd39b4b6e5e, type: 3} m_Name: m_EditorClassIdentifier: text: "This is the most basic PuppetMaster character setup.\n\nPlay the scene and slide \"Pin Weight\" to zero to release the character to physical muscle space animation.\n\nPlay around with all the other parameters, expand \"Muscles\" to adjust weight multipliers for each muscle separately. \n\nTo create a PuppetMaster character from a ragdoll:\n\n1. Drag a ragdoll character to the scene. If the ragdoll was not built with ConfigurableJoints, select it's root GameObject and click on GameObject/Convert To ConfigurableJoints. You can also use the BipedRagdollCreator component to create and modify biped ragdolls.\n\n2. Add the PuppetMaster component to the root Transform of the ragdoll character.\n\n3. Assign the \"Animated Target\". It can be set to the same GameObject, in which case it will be duplicated and cleaned up of all the ragdoll components. It can also be an instance of the character or even another character as long as the positions of the bones match. The rotations of the bones don't need to be identical. That makes it possible to share ragdoll structures and is also most useful when the feet bones are not aligned to the ground (like Mixamo characters). In that case you can simply rotate the ragdoll's feet to align, keeping the target's feet where they are.\n\n4. Click on \"Set Up PuppetMaster\"\n\nYou should now have your character set up in an animated target - ragdoll duality, parented to a root GameObject. \nThis dual setup enables you to focus on animating your character, forgetting about the ragdoll part that is managed by the PuppetMaster. It also enables you to disable the PuppetMaster and deactivate the entire ragdoll by simply setting its \"Mode\" to \"Disabled\" when you don't need it.\n\nNote that it would be technically possible to set it up as a single ragdoll character, but it would multiply the cost of performance because of having to move GameObjects with colliders back and forth in each update cycle. That price would increase further if you had to solve some IK on those bones. With a dual setup, however, you can do all the procedural kinematic adjustments on the kinematic target character without any extra performance cost from the dynamics side. Add that to the benefits of sharing ragdolls between characters in a future release of PuppetMaster. ;)" --- !u!4 &1540736803 Transform: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 1540736801} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: -0.14182591, y: 0.5446595, z: -0.031029701} m_LocalScale: {x: 1, y: 1, z: 1} m_Children: [] m_Father: {fileID: 0} m_RootOrder: 4 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!114 &1540736804 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 1540736801} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: b527358a3a7e442d3b6f2f52806aac84, type: 3} m_Name: m_EditorClassIdentifier: text: Find "Dummy PuppetMaster", slide "Pin Weight" to zero to unpin the character color: {r: 1, g: 1, b: 1, a: 1} --- !u!4 &1649528803 stripped Transform: m_CorrespondingSourceObject: {fileID: 400040, guid: 959d14bf134f54a6e993fe6ca6e063c0, type: 3} m_PrefabInstance: {fileID: 1528366055} m_PrefabAsset: {fileID: 0} --- !u!1 &1739522396 GameObject: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 158980, guid: fbaf655e9611a43f1b59d21277ccca6d, type: 3} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} serializedVersion: 6 m_Component: - 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All Puppet Behaviours have been designed so that they could be simply copied from one character to another without changing any references. It is important because they contain a lot of parameters and would be otherwise tedious to set up and tweak.' --- !u!1 &1778814436 GameObject: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 108898, guid: fbaf655e9611a43f1b59d21277ccca6d, type: 3} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} serializedVersion: 6 m_Component: - component: {fileID: 1778814437} - component: {fileID: 1778814440} - component: {fileID: 1778814439} - component: {fileID: 1778814438} m_Layer: 0 m_Name: Bip002 R Forearm m_TagString: Untagged m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 m_IsActive: 1 --- !u!4 &1778814437 Transform: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 426836, guid: fbaf655e9611a43f1b59d21277ccca6d, type: 3} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 1778814436} m_LocalRotation: {x: -0.000000014901161, y: -0.000000007450581, z: 0.28733015, w: 0.9578316} m_LocalPosition: {x: -0.24303296, y: -0.000000070780516, z: 0.000000067055225} m_LocalScale: {x: 0.9999996, y: 1.0000005, z: 0.9999999} m_Children: [] m_Father: {fileID: 758083444} m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 33.3964} --- !u!153 &1778814438 ConfigurableJoint: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 15303082, guid: fbaf655e9611a43f1b59d21277ccca6d, type: 3} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 1778814436} m_ConnectedBody: {fileID: 758083446} m_Anchor: {x: 0, y: 0, z: 0} m_Axis: {x: -0, y: 0, z: 1} m_AutoConfigureConnectedAnchor: 1 m_ConnectedAnchor: {x: -0.24303305, y: -0.00000010430814, z: 0.00000008195638} serializedVersion: 2 m_SecondaryAxis: {x: 1, y: 0, z: 0} m_XMotion: 0 m_YMotion: 0 m_ZMotion: 0 m_AngularXMotion: 1 m_AngularYMotion: 1 m_AngularZMotion: 1 m_LinearLimitSpring: spring: 0 damper: 0 m_LinearLimit: limit: 0 bounciness: 0 contactDistance: 0 m_AngularXLimitSpring: spring: 0 damper: 0 m_LowAngularXLimit: limit: -122.76609 bounciness: 0 contactDistance: 0 m_HighAngularXLimit: limit: 26.516123 bounciness: 0 contactDistance: 0 m_AngularYZLimitSpring: spring: 0 damper: 0 m_AngularYLimit: limit: 25 bounciness: 0 contactDistance: 0 m_AngularZLimit: limit: 12.860373 bounciness: 0 contactDistance: 0 m_TargetPosition: {x: 0, y: 0, z: 0} m_TargetVelocity: {x: 0, y: 0, z: 0} m_XDrive: serializedVersion: 3 positionSpring: 0 positionDamper: 0 maximumForce: 3.4028233e+38 m_YDrive: serializedVersion: 3 positionSpring: 0 positionDamper: 0 maximumForce: 3.4028233e+38 m_ZDrive: serializedVersion: 3 positionSpring: 0 positionDamper: 0 maximumForce: 3.4028233e+38 m_TargetRotation: {x: 0, y: 0, z: 0, w: 1} m_TargetAngularVelocity: {x: 0, y: 0, z: 0} m_RotationDriveMode: 0 m_AngularXDrive: serializedVersion: 3 positionSpring: 0 positionDamper: 0 maximumForce: 3.4028233e+38 m_AngularYZDrive: serializedVersion: 3 positionSpring: 0 positionDamper: 0 maximumForce: 3.4028233e+38 m_SlerpDrive: serializedVersion: 3 positionSpring: 0 positionDamper: 0 maximumForce: 3.4028233e+38 m_ProjectionMode: 0 m_ProjectionDistance: 0.1 m_ProjectionAngle: 180 m_ConfiguredInWorldSpace: 0 m_SwapBodies: 0 m_BreakForce: Infinity m_BreakTorque: Infinity m_EnableCollision: 0 m_EnablePreprocessing: 1 m_MassScale: 1 m_ConnectedMassScale: 1 --- !u!54 &1778814439 Rigidbody: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 5462634, guid: fbaf655e9611a43f1b59d21277ccca6d, type: 3} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 1778814436} serializedVersion: 2 m_Mass: 1.25 m_Drag: 0 m_AngularDrag: 0.05 m_UseGravity: 1 m_IsKinematic: 1 m_Interpolate: 0 m_Constraints: 0 m_CollisionDetection: 0 --- !u!136 &1778814440 CapsuleCollider: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 13620954, guid: fbaf655e9611a43f1b59d21277ccca6d, type: 3} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 1778814436} m_Material: {fileID: 0} m_IsTrigger: 0 m_Enabled: 1 m_Radius: 0.07942759 m_Height: 0.39713797 m_Direction: 0 m_Center: {x: -0.20394517, y: 0.000013701618, z: -0.0000034692248} --- !u!1 &1873010496 GameObject: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} serializedVersion: 6 m_Component: - 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