@tool class_name BoneFlattener extends Node3D @export var skeleton: Skeleton3D @export var bones_to_flatten: Array[BoneToFlatten] = [] @export var mirror_y_angle: float @export_group("Bone names") @export var head_bone_name: String = "Head" @export var mouth_bone_name: String = "Mouth_base" @export_group("Mouth") @export var mouth_center_pos_z: float: set(value): update_gizmos() mouth_center_pos_z = value @export var mouth_corner_pos_z: float: set(value): update_gizmos() mouth_corner_pos_z = value @export var mouth_pos_z_curve: Curve: set(value): update_gizmos() mouth_pos_z_curve = value @export var mouth_corner_pos_x: float: set(value): update_gizmos() mouth_corner_pos_x = value @export var mouth_center_pos_y: float: set(value): update_gizmos() mouth_center_pos_y = value @export var mouth_corner_pos_y: float: set(value): update_gizmos() mouth_corner_pos_y = value @export var mouth_corner_rot_y: float: set(value): update_gizmos() mouth_corner_rot_y = value @export var mouth_rot_y_curve: Curve: set(value): update_gizmos() mouth_rot_y_curve = value @export var mouth_corner_rot_x: float: set(value): update_gizmos() mouth_corner_rot_x = value @export var mouth_corner_rot_z: float: set(value): update_gizmos() mouth_corner_rot_z = value @export var mouth_value_yaw_curve: Curve: set(value): update_gizmos() mouth_value_yaw_curve = value @export var mouth_front_pitch_curve: Curve @export var mouth_front_yaw_curve: Curve @export var mouth_hide_rot_y: float @export_group("Eyes") @export var from_pupil_z_min: float @export var from_pupil_z_max: float @export var from_pupil_x_min: float @export var from_pupil_x_max: float @export var to_spec_z: float @export var to_spec_x: float var _mouth_bone: int var _head_bone: int var _bone_indices: Dictionary = {} var _angle: Vector3 = Vector3() func _ready() -> void: assert(skeleton, str(self) + ": skeleton missing!") _head_bone = skeleton.find_bone(head_bone_name) assert(_head_bone != -1, str(self) + ": _head_bone missing!") _mouth_bone = skeleton.find_bone(mouth_bone_name) assert(_mouth_bone != -1, str(self) + ": _mouth_bone missing!") for bone_to_flatten in bones_to_flatten: if bone_to_flatten == null: continue for bone_name in bone_to_flatten.bone_names: var bone_index := skeleton.find_bone(bone_name) assert(bone_index != -1, bone_name + " missing!") _bone_indices[bone_name] = bone_index func _process(_delta: float) -> void: if skeleton == null: return _get_angle() _handle_mouth() for i in range(bones_to_flatten.size()): var bone_to_flatten := bones_to_flatten[i] if bone_to_flatten == null: continue for bone_name in bone_to_flatten.bone_names: if not _bone_indices.has(bone_name): continue var bone_index: int = _bone_indices[bone_name] as int _handle_position(bone_to_flatten, bone_index) _handle_rotation(bone_to_flatten, bone_index) _handle_scale(bone_to_flatten, bone_index) func mouth_pose(normalized: Vector3) -> Vector3: var pos: Vector3 = Vector3.ZERO pos.x = normalized.y * mouth_corner_pos_x var depth_value := mouth_pos_z_curve.sample(absf(normalized.y)) pos.z = remap(depth_value, 0, 1, mouth_center_pos_z, mouth_corner_pos_z) pos.y = remap(depth_value, 0, 1, mouth_center_pos_y, mouth_corner_pos_y) return pos func global_bone_transform(bone_idx: int) -> Transform3D: var transform_local := skeleton.get_bone_global_pose(bone_idx) return skeleton.global_transform * transform_local func _get_angle() -> void: var camera: Camera3D if Engine.is_editor_hint(): var editor_interface := Engine.get_singleton("EditorInterface") camera = editor_interface.get_editor_viewport_3d().get_camera_3d() else: camera = get_tree().root.get_viewport().get_camera_3d() var head_transform := global_bone_transform(_head_bone) var head_transform_rotated := ( head_transform . looking_at( camera.global_position, Vector3.UP, true, ) ) var head_rot := head_transform.basis.get_rotation_quaternion() var head_rotated_rot := head_transform_rotated.basis.get_rotation_quaternion() var diff := (head_rot.inverse() * head_rotated_rot).normalized() _angle = diff.get_euler() func _handle_mouth() -> void: if ( mouth_value_yaw_curve == null or mouth_rot_y_curve == null or mouth_pos_z_curve == null or mouth_front_pitch_curve == null or mouth_front_yaw_curve == null ): return var bone_transform := skeleton.get_bone_rest(_mouth_bone) var bone_rot := bone_transform.basis.get_euler() var bone_pos := bone_transform.origin var normalized := Vector3.ZERO normalized.y = clampf(_angle.y / (PI / 2), -1, 1) normalized.x = clampf(_angle.x / (PI / 2), -1, 1) normalized.y = ( mouth_value_yaw_curve.sample(absf(normalized.y)) * signf(normalized.y) ) bone_pos += mouth_pose(normalized) skeleton.set_bone_pose_position(_mouth_bone, bone_pos) var corner_angle_value := ease(absf(normalized.y), 1) * signf(normalized.y) bone_rot.x += ( ( mouth_rot_y_curve . sample( absf(corner_angle_value), ) ) * mouth_corner_rot_x ) var rot_y := ( ( mouth_rot_y_curve . sample( absf(corner_angle_value), ) ) * signf(normalized.y) * mouth_corner_rot_y ) bone_rot = ( ( Quaternion( Vector3.FORWARD, mouth_corner_rot_z * normalized.y, ) * Quaternion( Vector3.UP, rot_y, ) * Quaternion.from_euler(bone_rot) ) . get_euler() ) skeleton.set_bone_pose_rotation(_mouth_bone, Quaternion.from_euler(bone_rot)) var bone_scale := Vector3.ONE var scale_x_front := ( mouth_front_pitch_curve . sample( inverse_lerp(-1, 1, normalized.x), ) ) bone_scale.x = lerpf( 1, scale_x_front, mouth_front_yaw_curve.sample(absf(normalized.y)), ) if _angle.y > mirror_y_angle: bone_scale.x *= -1 if absf(_angle.y) > mouth_hide_rot_y: bone_scale = Vector3.ZERO skeleton.set_bone_pose_scale(_mouth_bone, bone_scale) func _handle_position(bone_to_flatten: BoneToFlatten, bone: int) -> void: if not bone_to_flatten.do_position: return var bone_pos := skeleton.get_bone_rest(bone).origin bone_pos.x += ( bone_to_flatten.get_amount(_angle) * bone_to_flatten.position_x_amount ) skeleton.set_bone_pose_position(bone, bone_pos) func _handle_rotation(bone_to_flatten: BoneToFlatten, bone: int) -> void: if not bone_to_flatten.do_rotation: return var bone_transform := skeleton.get_bone_rest(bone) var bone_rot := bone_transform.basis.get_euler() var bone_pos := bone_transform.origin var amount := bone_to_flatten.get_amount(_angle) var normalized := bone_to_flatten.get_angle_normalized(_angle) bone_rot.x += amount * (PI / 2) * bone_to_flatten.rotation_x_amount if bone_to_flatten.mirror_rot_x and bone_pos.x > 0: bone_rot.x *= -1 if bone_to_flatten.rotation_x_curve != null: bone_rot.x *= (bone_to_flatten.rotation_x_curve.sample(absf(normalized.y))) if bone_to_flatten.consider_side_rot_x: bone_rot.x *= -signf(normalized.y) bone_rot.y += amount * (PI / 2) * bone_to_flatten.rotation_y_amount if bone_to_flatten.mirror_rot_y and bone_pos.x > 0: bone_rot.y *= -1 if bone_to_flatten.rotation_y_curve != null: bone_rot.y *= (bone_to_flatten.rotation_y_curve.sample(absf(normalized.y))) if bone_to_flatten.consider_side_rot_y: bone_rot.y *= -signf(normalized.y) bone_rot.z += amount * (PI / 2) * bone_to_flatten.rotation_z_amount if bone_to_flatten.mirror_rot_z and bone_pos.x > 0: bone_rot.z *= -1 if bone_to_flatten.rotation_z_curve != null: bone_rot.z *= (bone_to_flatten.rotation_z_curve.sample(absf(normalized.y))) if bone_to_flatten.consider_side_rot_z: bone_rot.z *= -signf(normalized.y) skeleton.set_bone_pose_rotation(bone, Quaternion.from_euler(bone_rot)) func _handle_scale(bone_to_flatten: BoneToFlatten, _bone: int) -> void: if not bone_to_flatten.do_scale: return