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frozen, static meshes as\nOBJ files, to allow further modifications, such as re-skinning, in another DCC tool.\n\nThe whole picture is to simplify the workload for Technical Artists when faced to recycling models\nto other games/engines that require skinning to a particular rig.\nThe closest use-case would be to transform a character model to A-Pose, freeze and export as OBJ,\nand then reskin the model for e.g. Roblox.\n\n## 🔧 Building and Running\n\nAdd the 2 registries as described below,\nfollowed by the dependency on `com.kagekirin.frozenape`.\n\nThen follow the project configuration described by [Cysharp's Csproj Modifier](https://github.com/Cysharp/CsprojModifier)\nand add (copy) the `LangVersion.props` from this repo to the 'Addition Project Imports'.\n\n### 🔨 Add the Project\n\nDue to some dependencies, this projects requires adding the following registries to Unity:\n\n* OpenUPM (which hosts a Unity dependency)\n* Unity NuGet (which hosts a C# dependency)\n\n#### Add OpenUPM registry\n\nThe following registry must be added to Unity's `manifest.json` `.scopedRegistries[]`:\n\n```json\n{\n    \"name\": \"OpenUPM\",\n    \"url\": \"https://package.openupm.com\",\n    \"scopes\": [\n        \"com.cysharp\",\n        \"com.kagekirin\"\n    ]\n}\n```\n\n#### Add Unity NuGet registry\n\nThe following registry must be added to Unity's `manifest.json` `.scopedRegistries[]`:\n\n```json\n{\n    \"name\": \"Unity NuGet\",\n    \"url\": \"https://unitynuget-registry.azurewebsites.net\",\n    \"scopes\": [\n        \"org.nuget\"\n    ]\n}\n```\n\n#### Add package to project\n\nAdd `com.kagekirin.frozenape` to the `manifest.json` `.dependencies{}`:\n\n```json\n\"dependencies\": {\n    \"com.kagekirin.frozenape\": \"0.0.7\",\n}\n```\n\n## ⚡ Usage guide\n\n### ▶ Running from Editor\n\nFrozenAPE adds a few menu/context menu entries:\n\n* _FrozenAPE > Export as Wavefront OBJ_: exports all the meshes from the currently selected GameObject\n  or the currently selected Mesh as Wavefront|OBJ (aka Maya OBJ) file(s).\n  CAVEAT: Since OBJ does not support skinning data per-se, the skinning data associated with\n  `SkinnedMeshRenderer` will not be exported.\n* _FrozenAPE > Create Sample Pose JSON_: creates a sample `pose.json` to allow manual modification.\n* _FrozenAPE > Pose From JSON_: loads a JSON file and applies the pose data to the currently selected GameObject.\n* _FrozenAPE > Freeze Current Pose_: creates a copy of the currently select GameObject,\n  where every mesh has been replaced by a (baked) static mesh, frozen at the current pose.\n\nGiven a manually prepaired `pose.json`, the workflow to export the frozen pose would be:\n\n1. _FrozenAPE > Pose From JSON_\n2. _FrozenAPE > Freeze Current Pose_\n3. _FrozenAPE > Export as Wavefront OBJ_\n\n### ▶ Calling from code\n\nThe runtime consists of 4 interfaces and their respective implementations:\n\n* `IWavefrontOBJWriter.WriteOBJ()` creates the OBJ mesh data (text) from a given mesh and its materials\n* `IWavefrontMTLWriter.WriteMTL()` creates the OBJ material library (MTL file, text) from the materials associated with a mesh.\n* `IRigPuppeteer.Pose()` moves the provided Transforms (from `GameObject.GetComponentsInChildren<Transform>(true)`) into the pose specified by a set of `PosedBones`.\n* `IPoseFreezer.Freeze()` returns the _frozen_ (in Unity terms: _baked_) meshes and their respective materials from a `GameObject`, respectively a `SkinnedMeshRenderer`.\n\nNOTE: registering the interfaces and their implementations with a dependency injection framework allows to inject the implementations at runtime.\n\n## 🤝 Collaborate with My Project\n\nPlease refer to [COLLABORATION.md](./COLLABORATION.md)\n","readmeFilename":"README.md"}