// WL762_ClipMotion.cs — PD 지시 #762 실측 도구 (에디트 모드 · Assets 무수정) // unity command run_script --file AgentScripts/WL762_ClipMotion.cs --entry WL762_ClipMotion.MeasureAll // unity command run_script --file AgentScripts/WL762_ClipMotion.cs --entry WL762_ClipMotion.Measure --args '["Assets/Res_Addr/Animations/Animation/Paladin/attack.FBX", "Sword&Shield_Attack1"]' // 🔴 PM 실측(2026-09-06): Humanoid 클립을 아바타 없는 FBX 인스턴스에 SampleAnimationClip 하면 전부 0 이 나온다(리타게팅 불가). // → 이 버전은 **PC 프리팹(Ai01 · Animator + Humanoid Avatar)** 에 샘플링하고 `HumanBodyBones.Hips` 본을 읽는다. // 그래도 0 이면(AnimationMode 가 Humanoid 를 지원하지 않는 경우) Play 중 `WL760_Seq` 류로 골반 본 위치를 프레임마다 기록해 실측할 것. // 목적: "위치는 그대로인데 모션이 크다" 의 크기(골반의 캐릭터-전방 이동량)를 수치로 잡는다. using System; using System.Collections.Generic; using System.Linq; using System.Text; using UnityEditor; using UnityEngine; public static class WL762_ClipMotion { const string PcPrefab = "Assets/Res_Addr/PC/Ai01.prefab"; public static object MeasureAll() { var sb = new StringBuilder(); var targets = new[] { new[] { "Assets/Res_Addr/Animations/Animation/Paladin/attack.FBX", "Sword&Shield_Attack1" }, new[] { "Assets/Res_Addr/Animations/Animation/Paladin/Stander@Sword&Shield_Attack2.FBX", "Sword&Shield_Attack2" }, new[] { "Assets/Res_Addr/Animations/Animation/Paladin/Stander@Sword&Shield_Attack3.FBX", "Sword&Shield_Attack3" }, new[] { "Assets/Res_Addr/Animations/Animation/OneHand/Knight@Attack1_S.FBX", "Attack1" }, new[] { "Assets/Res_Addr/Animations/Animation/OneHand/Knight@Attack2_S.FBX", "Attack2" }, new[] { "Assets/Res_Addr/Animations/Animation/OneHand/Knight@Attack3_S.FBX", "Attack3" }, }; foreach (var t in targets) sb.AppendLine(Measure(t[0], t[1]).ToString()); return sb.ToString(); } public static object Measure(string fbxPath, string clipName) { var all = AssetDatabase.LoadAllAssetsAtPath(fbxPath); var clip = all.OfType().FirstOrDefault(c => c.name == clipName && !c.name.StartsWith("__preview__")); if (clip == null) return "clip not found: " + clipName + " in " + fbxPath + " (clips: " + string.Join(",", all.OfType().Select(c => c.name)) + ")"; var pcPrefab = AssetDatabase.LoadAssetAtPath(PcPrefab); if (pcPrefab == null) return "PC prefab not found " + PcPrefab; var go = (GameObject)UnityEngine.Object.Instantiate(pcPrefab); go.hideFlags = HideFlags.HideAndDontSave; go.transform.position = Vector3.zero; go.transform.rotation = Quaternion.identity; var animator = go.GetComponentInChildren(); if (animator == null) { UnityEngine.Object.DestroyImmediate(go); return "PC prefab has no Animator"; } var animGo = animator.gameObject; var hips = animator.isHuman ? animator.GetBoneTransform(HumanBodyBones.Hips) : null; var lfoot = animator.isHuman ? animator.GetBoneTransform(HumanBodyBones.LeftFoot) : null; var sb = new StringBuilder(); var importer = AssetImporter.GetAtPath(fbxPath) as ModelImporter; string rm = "?"; if (importer != null) { var ca = importer.clipAnimations.FirstOrDefault(c => c.name == clipName); if (ca != null) rm = "bakeXZ=" + ca.lockRootPositionXZ + " bakeY=" + ca.lockRootHeightY + " bakeRot=" + ca.lockRootRotation + " keepOrigXZ=" + ca.keepOriginalPositionXZ; rm += " animType=" + importer.animationType; } sb.AppendLine("== " + clipName + " len=" + clip.length.ToString("F3") + "s hasRootCurves=" + clip.hasRootCurves + " hasMotionCurves=" + clip.hasMotionCurves + " humanMotion=" + clip.humanMotion + " " + rm + " sampledOn=" + animGo.name + " isHuman=" + animator.isHuman + " avatar=" + (animator.avatar != null ? animator.avatar.name : "null") + " hips=" + (hips != null ? hips.name : "?")); if (hips == null) { UnityEngine.Object.DestroyImmediate(go); sb.AppendLine(" (no humanoid hips — cannot sample)"); return sb.ToString(); } AnimationMode.StartAnimationMode(); try { AnimationMode.BeginSampling(); AnimationMode.SampleAnimationClip(animGo, clip, 0f); AnimationMode.EndSampling(); Vector3 root0 = animGo.transform.position; Vector3 hip0 = hips.position; Vector3 foot0 = lfoot != null ? lfoot.position : Vector3.zero; float maxHipZ = 0f, minHipZ = 0f, tMax = 0f, maxHipX = 0f; var rows = new List(); int n = 12; for (int i = 0; i <= n; i++) { float t = clip.length * i / n; AnimationMode.BeginSampling(); AnimationMode.SampleAnimationClip(animGo, clip, t); AnimationMode.EndSampling(); Vector3 dr = animGo.transform.position - root0; Vector3 dh = hips.position - hip0; Vector3 df = lfoot != null ? lfoot.position - foot0 : Vector3.zero; if (dh.z > maxHipZ) { maxHipZ = dh.z; tMax = t; } if (dh.z < minHipZ) minHipZ = dh.z; if (Mathf.Abs(dh.x) > Mathf.Abs(maxHipX)) maxHipX = dh.x; rows.Add(" t=" + t.ToString("F2") + " root(z)=" + dr.z.ToString("F3") + " hips(dx,dy,dz)=(" + dh.x.ToString("F2") + "," + dh.y.ToString("F2") + "," + dh.z.ToString("F2") + ")" + " lfoot(dz)=" + df.z.ToString("F2")); } foreach (var r in rows) sb.AppendLine(r); sb.AppendLine(" => hips forward travel: max +" + maxHipZ.ToString("F2") + " m at t=" + tMax.ToString("F2") + "s, min " + minHipZ.ToString("F2") + " m, lateral max " + maxHipX.ToString("F2") + " m, model scale=" + animGo.transform.lossyScale.x.ToString("F2")); } finally { AnimationMode.StopAnimationMode(); UnityEngine.Object.DestroyImmediate(go); } return sb.ToString(); } }