Andrew Meadows
a98459dfa8
minor IK optimization: changed accumulators only
2016-01-29 14:28:56 -08:00
Andrew Meadows
449d566d2a
properly track lowestMovedIndex
2016-01-29 14:28:56 -08:00
Andrew Meadows
48f6a9c05f
fix IK looping error after minor refactor
2016-01-29 14:28:56 -08:00
Andrew Meadows
7b3f688a17
pull CCD IK solution pass into protected method
2016-01-29 14:28:56 -08:00
Andrew Meadows
1b45f5cc0c
tweaks to neck and spine constraints
2016-01-27 14:45:09 -08:00
Andrew Meadows
f67a20ee68
apply _hipsOffset in hips local-frame
2016-01-27 14:45:08 -08:00
Andrew Meadows
00715f1906
apply "hips offset" to root of state graph
...
(Somemtimes the hips are not the root.
I'm looking at YOU blender!)
2016-01-27 14:45:06 -08:00
Anthony Thibault
3cdd88e06c
Merge pull request #6951 from ZappoMan/fixAnimationRestart
...
fix for animations stopping after domain restart
2016-01-27 14:31:27 -08:00
Howard Stearns
0d257b82fa
Merge pull request #6934 from hyperlogic/tony/anim-pre-post-rot-support
...
Avatar Developer Menu: added animation debug options
2016-01-27 10:39:25 -08:00
Brad Hefta-Gaub
f178fc789c
fix for animations stopping after domain restart
2016-01-26 18:44:34 -08:00
Anthony J. Thibault
33993b8c44
AnimClip: removed unused static member.
2016-01-26 13:34:21 -08:00
Anthony J. Thibault
69d833a6c0
AnimClip: consistent application of translations
...
Apply animation translation the same way regardless of state of usePreAndPostPoseFromAnimation.
2016-01-26 10:53:21 -08:00
U-GAPOS\andrew
2728290ffb
fix bug in IK and tune head/neck constraints
2016-01-26 09:37:33 -08:00
Anthony J. Thibault
3b062b7a31
AnimClip: special case the translation on the eyes
2016-01-25 18:52:14 -08:00
Anthony J. Thibault
3cee3cbb5a
Avatar Developer Menu: added animation debug options
...
This options are for for developers only and might help debug animation related issues.
* Enable Inverse Kinematics: this can be toggled to disable IK for the avatar.
* Enable Anim Pre and Post Rotations: this option can be used to use FBX pre-rotations from source avatar animations, instead of the current default, which is to use them from the source model.
This only effects FBX files loaded by the animation system, it does not affect changing model orientations via JavaScript.
2016-01-25 18:52:13 -08:00
Anthony J. Thibault
1bdeeeceeb
AnimSkeleton: Added getPre and Post rotation accessors
2016-01-25 18:52:12 -08:00
Anthony J. Thibault
7af20e90c8
Hooked up fly animation to json and Rig
2016-01-22 13:47:09 -08:00
Anthony J. Thibault
cac19b8579
grab animation work
...
Hand animations now have 5 states:
* idle
* open
* grasp
* point
* farGrasp
The handControllerGrab.js script now chooses one of these five animations, based on the state of the HandController object.
Also, removed hand trigger AnimVar setting from C++ Rig class.
2016-01-07 19:36:57 -08:00
Anthony J. Thibault
3e6ff0eb68
Moved hand animation control into grab script.
2016-01-05 19:56:56 -08:00
Brad Hefta-Gaub
02835fc960
Merge pull request #6702 from hyperlogic/tony/soft-attachments
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Soft Attachment Support
2016-01-03 08:46:16 -10:00
Brad Davis
76eba89f7d
Merge pull request #6745 from hyperlogic/tony/neuron-plugin
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Support for Perception Neuron
2015-12-30 11:39:32 -05:00
Andrew Meadows
ec27c75332
Merge pull request #6660 from hyperlogic/tony/anim-expressions
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AnimExpression: boolean expression parser and evaluator
2015-12-30 08:36:44 -08:00
Anthony J. Thibault
c2dd00375d
Merge branch 'master' into tony/soft-attachments
2015-12-29 13:21:37 -08:00
Anthony J. Thibault
6afe3bae5e
Copy Neuron joints into controller poses
...
This makes the accessible for controller mapping and to JavaScript.
Added 'neuronAvatar.js' as an example of reading joints from the neuron and setting them
on the avatar. NOTE: the rotations are currently in the wrong coordinate frame.
2015-12-22 17:21:33 -08:00
Andrew Meadows
aa3d1c6e4c
Merge pull request #6680 from hyperlogic/tony/windmill-anim-fix
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ModelEntityItem: Fix for incorrect animations with preTranslations
2015-12-18 14:16:35 -08:00
Anthony J. Thibault
6b5b272cd7
Added SoftAttachmentModel class.
...
Is a subclass of Model, it overrides the updateClusterMatrices so it will pull
the actual joint matrices from a different rig override.
For the avatar soft attachment system, this override will be the Avatar::_skeletonModel rig.
This will give us the ability for an avatar to "wear" non-rigid attachments, such as clothing.
2015-12-18 09:52:11 -08:00
Anthony J. Thibault
3b1ba67a88
ModelEntityItem: Fix for incorrect animations with preTranslations
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ModelEntities that were playing animations on models with local pivot offsets were not working correctly.
Specifically, the windmill animation in the demo domain.
We now compose a matrix containing all of the FBX's preTranslation, preRotation and postTranformations.
2015-12-16 17:08:22 -08:00
Anthony J. Thibault
30480f126b
Improved idle to walk forward transition
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Hooked up a transition animation from idle to walk in the animation json.
Also fixed a bug in the AnimBlendLinearMove which was preventing the interpolation
into idle from being correct.
2015-12-15 17:26:17 -08:00
Anthony J. Thibault
ab85e2967a
AnimExpression: support for unary not.
2015-12-15 13:18:30 -08:00
Anthony J. Thibault
22756d168b
Changed grammar to support boolean and and or.
2015-12-15 10:35:35 -08:00
Anthony J. Thibault
2b0ed55077
Merge branch 'master' into tony/anim-expressions
2015-12-15 10:35:19 -08:00
Anthony J. Thibault
3f0cdb3c02
Merge branch 'master' into tony/js-avatar-default-pose
2015-12-14 11:19:24 -08:00
Atlante45
d3224bfde3
More warning fixes
2015-12-11 16:03:44 -08:00
Atlante45
da63357254
More warning fixes
2015-12-11 15:42:15 -08:00
Atlante45
ce51350b65
Fix warnings on windows 64bit
2015-12-11 15:42:15 -08:00
Howard Stearns
dfec222c81
Report animation triggers to normal javascript animationStateHandlers, and update away.js as an example.
2015-12-10 20:39:01 -08:00
Anthony J. Thibault
652ce5501f
Expose Avatar default pose to JavaScript
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New JavaScript API to get the avatar's default pose.
MyAvatar.getDefaultJointRotation(index);
MyAvatar.getDefaultJointTranslation(index);
See `examples/tPose.js` for example usage
2015-12-10 13:57:31 -08:00
Seth Alves
f99812a903
adjust method names to fit convention
2015-12-07 14:31:08 -08:00
Anthony J. Thibault
fd4ed29405
MyAvatar.clearJointData bug fix
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MyAvatar.setJointRotation() now works properly after MyAvatar.clearJointData()
2015-12-07 09:03:40 -08:00
Seth Alves
a948ae5f19
children of avatar joints might be right, now
2015-12-06 10:48:00 -08:00
Anthony J. Thibault
7abfc93ff9
Avatar::getJointRotation and getJointTranslation is thread-safe
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It can be called from script with minimal blocking,
because it inspects a copy of the joint values from the Rig, which is updated atomically.
This copy occurs in Rig::updateAnimations()
2015-12-04 16:16:17 -08:00
Anthony J. Thibault
ba001ef4b0
Rig: split Poses into internal and external sets.
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In preparation for making some accessors thread safe.
2015-12-04 15:15:18 -08:00
Anthony J. Thibault
99223d0a3c
AnimExpression: support for parsing simple expressions
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supports parens, binary +, -, / and *.
/ and * have higher precedence then + and -
2015-12-03 15:02:00 -08:00
Anthony J. Thibault
710ce7e639
Merge branch 'master' into tony/anim-expressions
2015-12-03 09:56:28 -08:00
Anthony J. Thibault
9c0b4bc2a2
Fix for model entities with non-uniform scaled mesh
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Logic which extracted rotations from a non-uniformly scaled matrices was sometimes incorrect.
This should fix the roads in Qbit as well as the blocks in toybox.
2015-12-02 14:09:47 -08:00
Anthony J. Thibault
e2d9e37eb8
Fix for head offset for models with no eyes
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This was causing in correct body poses while wearing an HMD.
2015-11-30 14:08:21 -08:00
Anthony J. Thibault
5072339a22
Warning fix
2015-11-25 14:04:01 -08:00
Anthony J. Thibault
23def8d173
Merge branch 'master' into tony/remove-joint-states
2015-11-25 13:55:23 -08:00
Anthony J. Thibault
97a2eb62d4
Fix for incorrect avatar bounds after changing avatars
2015-11-25 12:06:50 -08:00
Anthony J. Thibault
868cf83b48
Fix for attachments and MyAvatar::getDefaultEyePosition()
2015-11-25 10:07:29 -08:00
Anthony Thibault
527199bc69
Merge pull request #1 from AndrewMeadows/fix-avatar-capsule
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compute bounding capsule of avatars
2015-11-25 09:39:18 -08:00
Andrew Meadows
2cc1dfe819
getRootAbsoluteBindPoseByChildName() is deprecated
2015-11-24 20:39:26 -08:00
Andrew Meadows
3ae082f09c
compute bounding capsule of avatars
2015-11-24 20:28:39 -08:00
Anthony J. Thibault
386dad7aff
Fixes hand IK for some avatars
...
Specifically:
https://hifi-content.s3.amazonaws.com/ozan/dev/avatars/hifi_team/ryan/_test/ryan.fst
https://hifi-content.s3.amazonaws.com/ozan/dev/avatars/hifi_team/brad/brad.fst
https://s3.amazonaws.com/hifi-public/tony/blackmery/blackmery.fst
These avatars have "Hips" joints that are NOT the root of the skeleton.
This would cause the getRootAbsoluteBindPoseByChildName() to return (0,0,0).
Causing the IK targets to be lower then they should have.
2015-11-24 18:57:35 -08:00
Anthony J. Thibault
76034d62d5
Eye tracking fixes
2015-11-24 16:57:26 -08:00
Anthony J. Thibault
f120e10ff4
Merge branch 'master' into tony/remove-joint-states
2015-11-24 15:00:05 -08:00
Anthony J. Thibault
e07e1c5c92
Fix for avatar eye tracking
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When computing a full eye to world matrix, the translations need to be the geometry coordinate frame, not scaled into meters.
2015-11-24 14:01:01 -08:00
Anthony J. Thibault
14189ac909
Move Y_180 flip rotation out of Rig
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This Y_180 flip is defined in skeletonModel not in the rig.
This is important if we wish to use the Rig for both Avatars (180 flip) and Entity models (no 180 flip).
We can hide this 180 flip from script, if we wish, by including it in all the accessors to and from
MyAvatar -> skeletalModel -> Rig.
Added Quaternions::Y_180 to GLMHelpers.
2015-11-23 19:31:27 -08:00
Anthony J. Thibault
8f46b8a765
Added USE_PRE_ROT_FROM_ANIM option to AnimClip
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This will allow us in the future to pull preRotations from
animations instead of the model skeleton. It is disabled
by default because our current animations preRotations are
not correct for the left hand.
2015-11-23 15:58:18 -08:00
Anthony J. Thibault
8252bbed9b
AnimSkeleton: added pre rotation accessor methods
2015-11-23 13:50:14 -08:00
Anthony J. Thibault
db21db3cbc
Rig.h: more coordinate space comments
2015-11-22 16:34:06 -08:00
Anthony J. Thibault
dc169dc0aa
Rig.h: updated comments with coordinate spaces
2015-11-22 16:21:22 -08:00
Anthony J. Thibault
fe683edb66
Avatar Debug Draw Default Pose now works
2015-11-21 10:53:24 -08:00
Anthony J. Thibault
6cfd831a5a
Menu: Added Developer > Avatar > Debug Draw Position
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Also renamed "Debug Draw Bind Pose" to "Debug Draw Default Pose"
2015-11-21 09:50:56 -08:00
Anthony J. Thibault
995958a8f0
Rig: normalized index bounds checking.
2015-11-20 18:45:53 -08:00
Anthony J. Thibault
54408a9c87
AnimVars are now in avatar/rig space
...
This makes it much simpler for code out side of the rig to manipulate AnimVars
* Removed mat4 type from AnimVars
* AnimVariantMap now has a _rigToGeometryTransform matrix
used to transform positions and rotations into the correct coordinate frame.
* Moved AnimPose code to extract a quat from a scaled matrix into GLMHelpers
2015-11-20 18:29:17 -08:00
Anthony J. Thibault
4f8cd6930d
Rig: Fixes for initializing _absolutePoses during initJointStates
2015-11-20 15:13:16 -08:00
Anthony J. Thibault
2f37335d77
Warning fixes
2015-11-20 14:50:42 -08:00
Anthony J. Thibault
30087ef0bd
Removed dead code
2015-11-20 14:37:53 -08:00
Anthony J. Thibault
cb89f09635
Removed EntityRig and AvatarRig. One Rig to rule them all.
2015-11-20 14:27:01 -08:00
Anthony J. Thibault
a77ea8da43
Removed JointStates! You won't be missed.
2015-11-20 14:15:37 -08:00
Anthony J. Thibault
a4116e633a
Removed last consumer of JointState class
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Removed option to render IK constraints used by old animation system
2015-11-20 11:26:54 -08:00
Anthony J. Thibault
df7ca3bc38
Rig: getJointRotation and getJointTranslation use _relativePoses
2015-11-20 10:36:40 -08:00
Anthony J. Thibault
923d60e452
Rig: Bug fix for copyJointsIntoJointData
2015-11-20 10:30:12 -08:00
Anthony J. Thibault
ad4b8e0001
Avatar transmission fixes, moved JointData into shared
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* Moved JointData into shared library
* added methods to the rig to copy into and out of JointData
* JointData translations must be in meters this is so the
fixed point compression wont overflow, also, it's a
consistent wire format.
2015-11-20 10:24:24 -08:00
Anthony J. Thibault
27685e0425
Bug fixes for other Avatar root translation
2015-11-20 09:33:57 -08:00
Anthony J. Thibault
c2ae6f0c8e
Fix for remote Avatar
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Make sure to copy the correct data to and from AvatarData::JointData
2015-11-20 09:20:41 -08:00
Anthony J. Thibault
302b6f7e26
Mac and Debug build fixes
2015-11-19 18:28:15 -08:00
Anthony J. Thibault
9e36a79155
Rig: hooked up script overridePoses
2015-11-19 18:14:04 -08:00
Anthony J. Thibault
46d23a9f38
head IK and controller IK work again!
2015-11-19 17:30:56 -08:00
Anthony J. Thibault
982e2c06a9
Rig: Switched over to use AnimPoses instead of JointStates
...
* fixed debug rendering
* improved jointState/animPose diff detection code.
2015-11-19 12:14:04 -08:00
Anthony J. Thibault
721da29432
WIP checkpoint
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* No longer normalizing scale in AnimSkeleton and AnimClip
This means graph is animating in 'geometry' coordinates
before unit scale is even applied. This is necessary to
properly work with both Avatar based models and ModelEntity
based models
Many things are broken.
* debug rendering (translations are x100)
* IK hand targets
* follow cam
* I did not even dare to try HMD mode
2015-11-18 18:47:33 -08:00
Anthony J. Thibault
b054ef1488
Rig: fixes for rigs used for ModelEntities.
2015-11-18 16:04:34 -08:00
Anthony J. Thibault
3a74d188b0
AnimSkeleton: Added default poses
2015-11-18 16:03:28 -08:00
Anthony J. Thibault
5ffef7f41a
AnimPose: bug fix for extracting rotations from matrices with large scale
2015-11-18 16:02:30 -08:00
Anthony J. Thibault
b481d7c73d
Merge branch 'master' into tony/remove-joint-states
2015-11-18 09:38:21 -08:00
Anthony J. Thibault
9a39da9050
new absolutePoses work for avatars, but not for model entities.
2015-11-17 18:53:38 -08:00
Anthony J. Thibault
e93b5c5838
Bug fixes for avatars with no eyes
...
Changed default eye position to 1.9 meters because
the hifi_team avatars are 2.0 meters tall.
Also, prevent array access with negative indices when eye bones are missing.
ಠ_ಠ
2015-11-17 14:02:27 -08:00
Anthony J. Thibault
80eb247b9c
WIP checkin
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* AnimManipulator: added absolute and relative position and translation support
* Rig: added _overrideFlags and _overridePoses for script overrides.
2015-11-16 18:49:47 -08:00
U-GAPOS\andrew
6733767d8b
use animation state to compute bodyInSensorFrame
2015-11-13 16:39:40 -08:00
Anthony J. Thibault
e698d3c1e8
Isolate JointStates within the Rig class
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Except for SkeletalModel::computeBounds() JointStates are now completly
encapsulated by the Rig. Now we can start using AnimPoses instead and
in parallel with the JointState implementation. Then we can assert that
they are identical, before removing JointStates.
This check in has many comments with the AJT tag.
Each one of these cases will need to be revisitied and fixed.
In particular // AJT: LEGACY will be used to enclose all code
in the Rig which manipulates the _jointState QVector.
2015-11-11 18:23:58 -08:00
Anthony J. Thibault
11440f92f4
Removed rig animations
...
* Deleted AnimationHandle class
* Removed enableAnimGraph and anableRigAnimations from Menu.
* Removed *some* references to old IK system.
But it is still used when computing collision bounding volumes
2015-11-11 15:32:57 -08:00
Anthony J. Thibault
56e96ed24c
Merge branch 'master' into tony/script-start-stop-anim
2015-11-11 11:33:24 -08:00
Anthony J. Thibault
e1d0a97807
Implemented MyAvatar.prefetchAnimation() JS method
2015-11-10 16:51:48 -08:00
Anthony J. Thibault
936c55a94e
New MyAvatar animation JS interface
...
JavaScript changes:
* removed MyAvatar.playAnimation
* removed MyAvatar.stopAnimation
* removed MyAVatar.getGetAnimationDetails
* removed MyAvatar.startAnimationByRole
* removed MyAvatar.stopAnimationByRole
* removed MyAVatar.getGetAnimationDetailsByRole
* removed MyAVatar.clearJointPriorities
* added MyAvatar.overrideAnimation(url, fps, loop, firstFrame, lastFrame)
* added MyAvatar.restoreAnimation()
* added MyAvatar.getAnimationRoles()
* added MyAvatar.overrideRoleAnimation(role, url, fps, loop, firstFrame, lastFrame)
* added MyAvatar.restoreRoleAnimation(role)
* added MyAvatar.prefetchAnimation(url)
* update kneel.js with new api.
* added theBird.js to test role override api.
C++ changes:
* Added getParent() and replaceChild() to AnimNode
* Added findByName() and traverse() to AnimNode
* Changed AnimStateMachine to hold nodes by childIndex instead of smart pointer.
This allows script to replace nodes dynamically via overrideRoleAnimation
2015-11-10 16:34:38 -08:00
Anthony J. Thibault
eacc2cae0c
WIP checkpoint
2015-11-09 18:36:23 -08:00
Anthony J. Thibault
af2b3bb9d5
MyAvatar: removed priority, hold and maskedJoints from playAnimation js call
2015-11-09 16:56:49 -08:00
U-GAPOS\andrew
390310f822
swap the order of checks
2015-11-09 14:15:09 -08:00
U-GAPOS\andrew
c07b97920e
fix for avatars created with blender
2015-11-09 14:11:45 -08:00
U-GAPOS\andrew
2716a9f2b4
fix IK for feet targets
2015-11-09 13:11:03 -08:00
Anthony J. Thibault
a0f21228f6
AnimGraph support for start and stop animation from JavaScript
...
Follows the same model as the existing startAnimation and stopAnimation calls.
See kneel.js for an example.
2015-11-09 12:19:01 -08:00
Howard Stearns
314c11e8d4
Make life easier for Sam.
2015-11-06 16:59:46 -08:00
Andrew Meadows
e410030dd9
Merge pull request #6320 from hyperlogic/tony/blender-avatar-ik-fix
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IK fix for avatars exported from Blender
2015-11-06 15:00:25 -08:00
Anthony J. Thibault
20d95080f1
IK fix for avatars exported from Blender
...
This should fix the issue with the hips moving erratically when arm IK
is enabled. The main issue is that the IK system assumed that the "Hips"
joint was the root of the skeleton. For Blender avatar this is not the case
as it inserts an "Armature" node at the root instead.
2015-11-05 12:03:45 -08:00
Howard Stearns
aef8b7639d
Merge branch 'master' of https://github.com/highfidelity/hifi into away
2015-11-05 11:58:08 -08:00
Anthony J. Thibault
2318e48fa8
AvatarRig: fix for crash when index was -1
2015-11-05 09:43:41 -08:00
Anthony J. Thibault
431a108c35
Bugfixes to expression for !!x expressions
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Added stub eval methods. only boolean not, boolean and, boolean or and unary minus
are implemented.
2015-11-04 20:13:17 -08:00
Anthony J. Thibault
04d8a598da
First step toward evaluation
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* added OpCodes
* added first parser rules
* removed mat4 support from AnimVariantMap
2015-11-04 16:56:34 -08:00
Anthony J. Thibault
a80ab0003c
Removed vec literal values
2015-11-04 14:51:05 -08:00
Anthony J. Thibault
32c40d37c0
Removed vec literals tokens and renamed int and float token types
2015-11-04 14:51:05 -08:00
Anthony J. Thibault
4394083138
Added comma token
2015-11-04 14:51:05 -08:00
Anthony J. Thibault
7f0fc4f6eb
Added limited floating point support
2015-11-04 14:51:05 -08:00
Anthony J. Thibault
340096d457
Initial version of AnimExpression class with minimal tokenizer
2015-11-04 14:51:05 -08:00
Howard Stearns
94ae1ef638
Fix accumulateTime
2015-11-02 20:37:57 -08:00
Anthony J. Thibault
e3e759248f
Merge branch 'master' into tony/anim-sync-blend
2015-11-02 08:37:10 -08:00
Seth Alves
224aeea044
quiet compiler
2015-10-31 08:11:43 -07:00
Howard Stearns
eb9e54de41
Make AnimVariantXXX.xxx consistent.
2015-10-29 19:45:23 -07:00
Howard Stearns
d491ddc3d6
comment.
2015-10-29 19:43:57 -07:00
Howard Stearns
1918f1835c
Tolerate AnimVars that are float when we want int, and vice versa.
2015-10-29 19:37:13 -07:00
Howard Stearns
f7d558a252
comment
2015-10-29 19:26:54 -07:00
Howard Stearns
dcc173c93a
comment.
2015-10-29 19:21:24 -07:00
Howard Stearns
5d1ba90f1e
More readable code.
2015-10-29 19:18:34 -07:00
Howard Stearns
502cc7f580
Don't copy while converting.
2015-10-29 16:44:01 -07:00
Howard Stearns
303491817b
assert to get hard error in dev, warning and no-op in release.
2015-10-29 16:35:59 -07:00
Anthony J. Thibault
f7b6fab0c3
Merge branch 'master' into tony/anim-sync-blend
2015-10-29 11:35:48 -07:00
Howard Stearns
4083c5c71b
Handle wrapping of very long-lived sessions.
2015-10-29 10:31:36 -07:00
Howard Stearns
d79d0bc5c5
Merge branch 'master' of https://github.com/highfidelity/hifi into expose-anim-vars
2015-10-29 08:25:41 -07:00
Howard Stearns
697b9fb60b
Merge pull request #6205 from hyperlogic/tony/eye-lookat-fix
...
Fixes locally rendered eye gaze
2015-10-28 21:39:54 -07:00
Anthony J. Thibault
5e73af9272
Rig: Removed dt from updateFromEyeParameters()
2015-10-28 18:10:41 -07:00
Anthony J. Thibault
b3734b5ddb
Rig: removed redundant method updateEyeJoints()
...
Instead we call updateEyeJoint() twice, once for each eye.
2015-10-28 10:46:09 -07:00
Anthony J. Thibault
f9dc05c989
Rig::computeMotionAnimationState better filtering of small dt velocities.
...
Only update _lastVelocity when dt is sufficiently large.
2015-10-27 18:59:02 -07:00
Anthony J. Thibault
ae8938cadc
Fix for local eye tracking in AnimGraph
...
Also moved Rig::updateAnimations() now occurs after
Rig::updateFromHeadParameters() and Rig::updateFromHandParameters().
This should remove a frame of lag for head and hand IK targets.
Rig::updateFromEyeParameters() occurs after Rig::updateAnimations().
But now the eye JointStates are re-computed, this is the actual
fix for the local eye tracking issue.
2015-10-27 18:30:35 -07:00
Anthony J. Thibault
485e36d824
Bug fix for hand IK when using the Owen avatar.
...
The IK was assiming that the "Hips" bone index was always 0.
This was not the case for Owen. Now we lookup the Hips index
and cache it for use during the hipsOffset computation.
2015-10-26 17:17:46 -07:00
Howard Stearns
4b4907c9ef
Allow multiple scripts to register, and allow them to specify the specific anim vars they are interested in.
2015-10-26 10:04:55 -07:00
Howard Stearns
e11b0add9a
Update safety trampoline with correct arguments.
2015-10-24 15:29:49 -07:00
Anthony J. Thibault
06de087802
Filter out velocities computed from position delta if dt is small
...
While in the HMD, updates can occur with very small deltaTime values.
These this makes the position delta method of computing a velocity very
susceptible to noise and precision errors.
2015-10-23 18:27:20 -07:00
Anthony J. Thibault
e639d53139
Use #include<> for headers not in current working directory.
2015-10-23 08:55:38 -07:00
Howard Stearns
84cfeaec13
Linux QT wants .h-less headers.
2015-10-22 17:01:06 -07:00
howard-stearns
92ddedd44b
Make msvc happy.
2015-10-22 16:44:15 -07:00
Anthony J. Thibault
8689170415
Removed sync and timescale from AnimBlendLinear node.
...
AnimBlendLinearMove will now be used instead.
2015-10-22 16:40:53 -07:00
Anthony J. Thibault
a66f31bb20
Added AnimBlendLinearMove node
...
AnimBlendLinearMove is now in use by forward, backward and strafe movements.
Tuned rig moving average speeds to be more sensitive.
2015-10-22 16:33:31 -07:00
Howard Stearns
2b7ceffd64
Get rid of globalObject().property("MyAvatar").property("animationStateHandlerResult").
2015-10-22 16:23:09 -07:00
Howard Stearns
913842ac30
Thread check, for consistency.
2015-10-22 15:31:17 -07:00
Howard Stearns
ecc920199d
Return id suitable for use with remover, per comments.
2015-10-22 15:24:24 -07:00
Howard Stearns
1d0464ede5
Name change and thread checks per comments.
2015-10-22 15:15:10 -07:00
Howard Stearns
759e652506
Thread test per comments.
2015-10-22 15:13:14 -07:00
Howard Stearns
30429e8138
Don't use late-breaking results that got reported after the handler was removed.
2015-10-22 11:43:22 -07:00
Howard Stearns
b5ccd49959
Make ubuntu happy.
2015-10-22 11:42:50 -07:00
Howard Stearns
9fd61907f5
Call back to Javascript asynchronously, so that we don't block and the script's engine doesn't have thread conflicts.
2015-10-21 20:50:07 -07:00
Anthony J. Thibault
c83af43d0e
Added strafe and backward blending
2015-10-21 17:34:09 -07:00