Commit graph

1347 commits

Author SHA1 Message Date
amantley
bb29e382f0 tweaking the hand pose correction on the pole vector 2019-02-11 18:05:29 -08:00
luiscuenca
942e9ccdfd Hand collisions working 2019-02-11 18:21:00 -07:00
SamGondelman
77a8ddb3f0 Merge remote-tracking branch 'upstream/master' into materialMapping 2019-02-11 16:35:05 -08:00
SamGondelman
4202685a4b Merge remote-tracking branch 'upstream/master' into fst 2019-02-11 16:07:36 -08:00
David Rowe
5428bb19dc Add "Avatar Script" JSDoc API classification 2019-02-12 11:49:49 +13:00
Angus Antley
f125e90449 worked on the swing twist decomp to get the angles of the wrist for elbow adjustments 2019-02-11 07:41:41 -08:00
amantley
822ec1c529 working on the wrist tweak, dampened the spine twist 2019-02-08 17:53:23 -08:00
Sabrina Shanman
baf72eaae0
Merge pull request #14802 from sabrina-shanman/hfm_prep_joints
Case 20887: Move FST joint property handling to the model preparation step
2019-02-08 15:02:23 -08:00
Cristian Duarte
514c552a4d Android - Remove block that disabled AnimInverseKinematics::overlay method 2019-02-08 19:53:59 -03:00
amantley
9eceb1d0bd implemented the code for the heuristic elbows including code from the paper authors. to do: dampen the twist of the spine
caused by the hand azimuth and put in the constraints for the wrists on
the pole vector theta computation.
2019-02-07 17:46:18 -08:00
luiscuenca
02646fb8a9 Working flow as rig param 2019-02-07 14:09:53 -07:00
SamGondelman
3addcb630c Merge remote-tracking branch 'sabrina/hfm_prep_joints' into materialMapping 2019-02-07 11:45:59 -08:00
Anthony Thibault
f8608464fa warning fixes 2019-02-07 11:33:44 -08:00
amantley
4d9d597b4f tweaked the weights for the arms and negated the theta for the left arm 2019-02-07 11:14:33 -08:00
Cristian Duarte
babb972d89 Merge remote-tracking branch 'hifi/master' into android_handshake 2019-02-07 14:44:22 -03:00
amantley
e2c9058f0a first try at the new elbow code 2019-02-06 18:29:33 -08:00
Anthony Thibault
5c7e81584c AnimPose::inverse() optimization 2019-02-05 18:23:58 -08:00
Anthony Thibault
87498b3dd2 Avoid dynamic_cast in getAnimInverseKinematicsNode 2019-02-05 18:15:05 -08:00
Anthony Thibault
a959d69554 Make AnimSkeleton::getParentIndex() more cache coherent 2019-02-05 18:10:32 -08:00
SamGondelman
3ee448a89a fix scattering and working on resource cache bug 2019-02-05 17:32:15 -08:00
amantley
9ad20b8129 adding the animcontext to the commit 2019-02-05 17:22:00 -08:00
amantley
07a4f49c58 adding the armik nodes into the json 2019-02-05 17:21:39 -08:00
amantley
3e553f015c added the arm ik files to the repo, this is for the shoulder and elbow extensions 2019-02-05 15:54:37 -08:00
Anthony Thibault
d8644a2745 Simplify isEqual computation for vectors used in Rig 2019-02-05 15:06:29 -08:00
Anthony Thibault
569bef50fd AnimPose operator* optimizations 2019-02-05 14:48:05 -08:00
amantley
af38a40b85 Merge remote-tracking branch 'origin/animSplineIK' into animSplineIK 2019-02-05 09:43:11 -08:00
amantley
031dd5639b fixed pole vector over writing with the old json 2019-02-04 14:46:52 -08:00
amantley
78d6e42fc8 made the ik enable/disable work for the old animIK node json 2019-02-04 13:42:19 -08:00
amantley
a04e6d55ff enabled/disable ik now works for the new animspline json 2019-02-04 13:31:36 -08:00
luiscuenca
cf8f9fa1b6 Threads created correctly 2019-02-04 11:28:42 -07:00
Angus Antley
a2ef7edf10 cleaned up some warnings 2019-01-31 20:43:13 -08:00
Angus Antley
dd99f93d1a fixed missplaced static const 2019-01-31 19:52:17 -08:00
amantley
25c5a2f41a fixed mac/linux build error 2019-01-31 17:23:56 -08:00
amantley
61b019d176 added new constructor for cubichermitespline that takes quat and vec3. this means we don't need computeSplineFromTipAndBase to be declared in multiple files 2019-01-31 14:13:51 -08:00
amantley
ffd374e7d4 whitespace 2019-01-31 10:05:08 -08:00
amantley
d547d5b854 changed the json reader to take an array not a string for the flex targets 2019-01-30 18:16:02 -08:00
Anthony Thibault
2c40b120ca Make Animation Tests Pass Again 2019-01-30 17:26:52 -08:00
amantley
d174fb1b5c removed print statements 2019-01-30 16:59:12 -08:00
amantley
5054b54626 removed armIK.cpp and armIK.h, they are for the next changes 2019-01-30 16:20:50 -08:00
Gabriel Calero
6a665835e7 Merge remote-tracking branch 'upstream/master' into android_handshake 2019-01-30 17:06:41 -03:00
Angus Antley
e36877a861 added the interp for the possibility of extra flex coeffs 2019-01-29 22:02:32 -08:00
amantley
fb0ad7768c removed clear map 2019-01-29 17:31:20 -08:00
amantley
e2a729b68b got the spline working in myskeleton model, need to clean up 2019-01-29 17:25:25 -08:00
sabrina-shanman
203e8e2455 Realize joint properties isFree and freeLineage are unused, so tear them out 2019-01-29 11:55:35 -08:00
Angus Antley
3994311583 starting the move of the initial head base spline to myskeletonmodel 2019-01-29 08:54:35 -08:00
amantley
1919cc3b1a disable mid joint when not valid. more work on this tomorrow 2019-01-28 17:49:46 -08:00
amantley
dffd41ecb0 chain ik debug draw works for spline now 2019-01-28 16:58:28 -08:00
amantley
f17cfbcbb1 more cleaning, need to fix debug draw ik chain 2019-01-28 15:25:12 -08:00
amantley
ffd3a24bf2 further cleaning, broke the arms 2019-01-28 13:53:30 -08:00
amantley
f8bfef6dbd cleaning up the _hipsIndex references, cleaning in general 2019-01-28 11:50:23 -08:00
Angus Antley
2679a3a30d changed the naming of the middle joint from secondary target to midJoint, also generalized the handling of the neck head rotation after the middle spline is updated 2019-01-27 16:30:13 -08:00
amantley
f2a7f37950 got rid of the lag in the spline code by setting the flex coeffs to 1.0 2019-01-25 17:11:07 -08:00
amantley
bcbd9323c0 Merge remote-tracking branch 'upstream/master' into animSplineIK 2019-01-25 14:42:24 -08:00
amantley
446d7b9514 added the flex coeff for the primary and secondary spline targets to the json 2019-01-25 14:41:18 -08:00
amantley
992820cd67 removed unnecessary hand update function for two bone IK 2019-01-25 11:34:18 -08:00
amantley
71df614989 put all the hand update code in one function that works for two bone IK
and legacy animInverseKinematics Ik
2019-01-25 11:28:51 -08:00
Shannon Romano
fd04996853
Merge pull request #14755 from hyperlogic/bug-fix/joint-mesh-name-collisions
Bug fix for avatars that have mesh/joint name duplicates
2019-01-25 09:59:44 -08:00
amantley
bc635306ea added interp from enabled to disabled and vice versa 2019-01-24 22:28:40 -08:00
amantley
2574e82184 cleaned up print statements 2019-01-24 19:47:27 -08:00
amantley
e7941f78d6 adding the shoulder rotation back in 2019-01-24 17:17:39 -08:00
amantley
37f92d2319 added code to read tip and base var info from the json 2019-01-24 17:02:30 -08:00
amantley
cdd03646c2 latest spline code with ik node removed started cleanup 2019-01-23 17:22:13 -08:00
John Conklin II
1768d91780
Merge pull request #14733 from hyperlogic/bug-fix/translation-precision
Avatar Protocol: Fix for precision issues with translation
2019-01-23 14:07:58 -08:00
amantley
dbd03e2eb4 got the spline arms and legs working without any inverse kinematic node in the json, using _withIKnode.json 2019-01-22 11:53:18 -08:00
Anthony Thibault
5146f3dfae Bug fix for avatars that have mesh/joint name duplicates
This change has two parts.  First we do a better job of identifying joints vs meshes in the FBXSerializer.
Second we use this information to better handle duplicate names in AnimSkeleton.
When a duplicate is detected, allow joints to override meshes.
This will ensure that when joints are looked up by name we will not return a mesh object with the same name by mistake.
2019-01-22 10:47:01 -08:00
amantley
8d88c627b0 nearly have the arms legs and back working with out the ik node 2019-01-21 17:41:08 -08:00
amantley
6680ca53ad added updateHands2 which deals with two bone hands animvars 2019-01-20 08:56:39 -08:00
amantley
3a2697fa8c working on the two bone ik for the hands 2019-01-18 17:55:19 -08:00
amantley
7115796fc4 version with spline from Spine2 to head 2019-01-18 16:47:55 -08:00
amantley
4a6d5e4187 both head and spine2 spline to working in consecutive order 2019-01-18 15:50:29 -08:00
amantley
7777162351 got the spine2 rotationa and the head spline working 2019-01-18 15:28:41 -08:00
Anthony Thibault
e68a8794ce Remove unused variable 2019-01-17 16:18:43 -08:00
Anthony Thibault
286f23d512 Updated protocol version and fixed bugs 2019-01-17 15:19:54 -08:00
amantley
e5b16ef174 implemented the splineIK in animSplineIK.cpp, todo: disable animinversekinematic.cpp 2019-01-16 18:31:52 -08:00
amantley
33ff5188c1 adding the spline code to the splineik class 2019-01-15 18:28:29 -08:00
Seth Alves
b71f4e0204 remove commented-out code 2019-01-11 15:53:49 -08:00
Seth Alves
ecb34450bd quiet uneeded logging 2019-01-11 15:53:49 -08:00
amantley
bd9405aef8 add arm ik class for cleanup of inverse kinematics 2019-01-10 10:27:15 -08:00
amantley
3b5d8db650 updated the json to have a spline node at the root 2019-01-08 17:33:14 -08:00
amantley
4fd80ff6bc implementing the spline ik for the spline as an anim node 2019-01-08 15:26:46 -08:00
Angus Antley
77fa4e7d13 took out the unnecessary hfm.jointindex code 2018-12-16 17:29:16 -08:00
Shannon Romano
a3c870ed90
Merge pull request #14479 from sabrina-shanman/hfm_mimetype
(case 20037) Add robust MIME type detection for loading models in ModelCache
2018-12-11 18:41:55 +00:00
amantley
edab74caa4 mapped the model joint names to hifi compliant joint names in FBX serializer 2018-12-04 16:20:46 -08:00
Angus Antley
a73f74d63c Merge remote-tracking branch 'upstream/master' into jointNameMapping 2018-11-30 21:29:29 -08:00
amantley
ad777201f6 changed comment and cleaned up variable name in getJointName 2018-11-27 15:08:50 -08:00
amantley
579e2dd2ee removed unnecessary mirror joint code and cleaned up whitespace in rig.cpp 2018-11-27 14:10:20 -08:00
sabrina-shanman
98853b5d1d Move FBXSerializer import by AnimationCache to source file 2018-11-26 16:30:18 -08:00
amantley
fb7b503ce9 removed unnecessary iteration of the joint name mapping in AnimSkeleton.cpp 2018-11-26 13:48:00 -08:00
amantley
26fc53ef78 cleaned up whitespace and removed debug prints 2018-11-26 11:08:59 -08:00
amantley
746c5ed621 we can now handle missing joints and extra joints 2018-11-21 15:46:54 -08:00
amantley
a488364976 fixed mirroring helper functions contains left and contains right 2018-11-20 17:14:35 -08:00
amantley
572cdcd008 remapping is now able to work remains to clean up code and check for gotchas from old fst code 2018-11-20 17:09:37 -08:00
sabrina-shanman
be511378cd Merge branch 'master' into hfm_serializer 2018-11-20 13:42:24 -08:00
amantley
1fd03102c5 debugging name mapping code 2018-11-19 17:40:43 -08:00
amantley
eb00435353 removed whitespace 2018-11-16 10:35:50 -08:00
amantley
f9829c270d merged new fbx.h 2018-11-15 10:19:04 -08:00
amantley
c8cd65c3bd added getter for the orginal cluster bind matrix values in AnimSkeleton 2018-11-15 09:58:10 -08:00
amantley
80ebde1036 started cleanup of pr 2018-11-14 17:27:45 -08:00
amantley
8256c652fc added the hook to put the copy of the mutated bind poses into tthe skeleton 2018-11-14 17:02:25 -08:00
sabrina-shanman
e08bc7296f Merge branch 'master' into hfm_serializer 2018-11-13 15:41:49 -08:00
amantley
a8d7b0503d removed more cruft 2018-11-13 14:24:18 -08:00
Brad Hefta-Gaub
bb2239c0bd
Merge pull request #14359 from howard-stearns/no-url-logging
remove urls from logs in Interface
2018-11-13 13:19:30 -08:00
amantley
c80ade98ec cleaned up white space 2018-11-13 12:10:10 -08:00
Brad Hefta-Gaub
153b8920be
Merge pull request #14348 from sabrina-shanman/hfm_library
(case 19302) Create the HFM library and namespace
2018-11-13 12:03:53 -08:00
amantley
f83edf4b7f joint offsets working. reset working. to do: handling extra joints 2018-11-13 11:29:01 -08:00
Howard Stearns
ad7266062d Merge branch 'master' of github.com:highfidelity/hifi into no-url-logging 2018-11-13 10:33:27 -08:00
John Conklin II
85e5c1d6ef
Merge pull request #14363 from SimonWalton-HiFi/scale-avatar-joint-translations
Send avatar-joint translations at world scale
2018-11-13 10:04:30 -08:00
sabrina-shanman
f971294d6d Make HFMSerializer return a smart pointer to an HFMModel 2018-11-12 16:12:21 -08:00
sabrina-shanman
00f2b4eeb9 Make the existing model serializers based on HFMSerializer 2018-11-12 16:12:20 -08:00
sabrina-shanman
83cc90ace0 Re-name GLTFReader to GLTFSerializer and do the same for other model readers 2018-11-12 16:12:20 -08:00
sabrina-shanman
753557736e Merge branch 'master' into hfm_library 2018-11-12 15:03:30 -08:00
amantley
bcd651a65d adding the member variable to keep track of the orig bind matrices to fbx.h 2018-11-12 14:39:48 -08:00
amantley
3f732baf86 Merge remote-tracking branch 'upstream/master' into avatarPipelineOffsets 2018-11-12 14:38:17 -08:00
Howard Stearns
66ae01e0c3 Merge branch 'master' of github.com:highfidelity/hifi into no-url-logging 2018-11-12 12:55:20 -08:00
amantley
5bb2378cd9 changes to get the engineer working 2018-11-09 15:10:14 -08:00
Angus Antley
fd365b5509 added debug print to fbx reader to see if the fst is being read correctly 2018-11-09 07:22:36 -08:00
Angus Antley
dce040978c works two joint avatar with luis's new code. remains to do the engineer 2018-11-09 01:31:27 -08:00
Angus Antley
e36ab9efd6 cleaned up for merge with luis 2018-11-09 00:44:52 -08:00
Angus Antley
244b768b9a fixed the absolute default joint poses so they work for the 2 joint avatar 2018-11-08 23:42:50 -08:00
amantley
2cd3575e32 merged with master with hfm file changes 2018-11-08 17:31:49 -08:00
amantley
8735b409ab in the process of changing the rotation application to being absolute joints not local 2018-11-08 17:12:10 -08:00
amantley
6b4620b4a1 working on the input mapper problem for the offset rotations 2018-11-07 17:32:23 -08:00
amantley
1dbccc814b working on the ik dislocation caused by the offsets, head is what I am working on 2018-11-06 17:35:53 -08:00
Simon Walton
f88168bdfb Send avatar-joint translations at world scale 2018-11-06 17:29:02 -08:00
Roxanne Skelly
cef7000a72 Case 19754 - Remove logging URLs and related file locations.
The goal is to strip out data that can be used by untoward users in
copying models, avatars, etc.
2018-11-06 16:24:32 -08:00
amantley
e52f2ab7d6 works for two joints now 2018-11-06 14:14:57 -08:00
luiscuenca
0f1b12475e Use clamp 2018-11-06 10:15:17 -07:00
luiscuenca
0f183b409b Fix warnings 2018-11-06 10:08:06 -07:00
luiscuenca
f9b6d3dc6f Merge addTransitAPI branch 2018-11-05 19:02:35 -07:00
amantley
f0c02bb49b more debug 2018-11-05 17:36:54 -08:00
amantley
484eb8ba09 debugging unity offsets 2018-11-05 14:56:58 -08:00
sabrina-shanman
2801f324b7 Switch references to HFM to the HFM lib and remove HFM classes in FBX 2018-11-05 12:47:34 -08:00
sabrina-shanman
30eb360f62 Convert remaining HFMModels called model to hfmModel, and rename some missed local variables 2018-11-05 12:07:17 -08:00
amantley
d231a35dfa changes to get spine2 and neck to work almost there 2018-11-05 08:35:01 -08:00
amantley
5392d21b1c loading test file to check rotation offsets 2018-11-02 17:59:18 -07:00
sabrina-shanman
cbca77b12f Rename HFMGeometry to HFMModel and adjust related variables 2018-11-01 17:17:48 -07:00
amantley
64d8fa6875 added the const argument to the AnimSkeleton constructor that allows the offset rotations to be passed in 2018-11-01 13:33:03 -07:00
amantley
f1d9ab76b4 Merge remote-tracking branch 'luis/readRotationOffsetsFromFst' into avatarPipelineOffsets
merging code from luis case #19420 for getting the rotations from the
fst into the rig class
2018-10-31 10:29:58 -07:00
luiscuenca
c070bce2ec Read joint rotation offsets from .fst 2018-10-31 08:39:35 -07:00
amantley
e24f10a125 debugging offset vector 2018-10-30 17:33:28 -07:00
sabrina-shanman
becee7f010 Re-name FBXGeometry to HFMGeometry and do the same for related classes 2018-10-30 17:28:42 -07:00
amantley
339ecb1faa adding the offsets to the AnimSkeleton.cpp 2018-10-30 16:54:34 -07:00
Jeff Clinton
eb383b1d09
Merge pull request #14040 from hyperlogic/feature/acceleration-limit-filter
Quality Improvements to Avatars driven by Vive Trackers
2018-10-25 08:51:59 -07:00
Jeff Clinton
67fe43ebb1
Merge pull request #14243 from hyperlogic/bug-fix/small-jumping-avatars
Small avatars now have a minimum jump height of 0.25 meters
2018-10-24 17:08:28 -07:00
luiscuenca
fa67e1b269 Remove logs and magic numbers 2018-10-23 11:51:15 -07:00
luiscuenca
afc76fec72 Added overrideNetworkAnimation and restoreNetworkAnimation methods 2018-10-22 15:20:32 -07:00
Luis Cuenca
e1c760b566
Merge branch 'master' into transitAddAnimation 2018-10-20 15:30:23 -07:00
luiscuenca
f8d67d124f Hold flickering fixed and refactor 2018-10-20 15:22:25 -07:00
Seth Alves
2ce8ed25f8
Merge pull request #14125 from Atlante45/fix/mac-warnings
Fix new Mac warnings
2018-10-20 13:40:53 -07:00
Sam Gateau
6005b934ad
Merge pull request #13979 from AndrewMeadows/game-loop-optimizations-001
minor bug fix and optimization in ModelEntity animation
2018-10-19 17:02:48 -07:00
luiscuenca
31d099907a Fix warnings 2018-10-19 14:00:52 -07:00
Anthony Thibault
ef74014075 Small avatars now have a minimum jump height of 0.25 meters
This should improve the quality of the jump animation and improve the mobility of small avatars.
2018-10-19 13:55:56 -07:00
John Conklin II
4dec304d66
Merge pull request #14162 from luiscuenca/cleanElbowPoleVectorSmooth
Clean up elbow smoothing code
2018-10-18 19:16:32 -07:00
luiscuenca
bb5c042f16 Blend network animation 2018-10-18 17:51:20 -07:00
Anthony Thibault
3e68a1d5a5 Merge branch 'master' into feature/acceleration-limit-filter 2018-10-18 16:51:57 -07:00
Sam Gondelman
e3543cf098
Merge branch 'master' into scriptvec3 2018-10-17 13:10:29 -07:00
Andrew Meadows
148944814b consolidate two bad string checks into one 2018-10-17 11:45:39 -07:00
luiscuenca
078baa86e4 Sitting abort post transit animation 2018-10-16 13:16:01 -07:00
luiscuenca
7da5fa9ea7 Transit animations won't play, they just get sent over the network 2018-10-16 11:33:58 -07:00
Anthony Thibault
640ed6a32a Added "Developer > Avatar > Show Tracked Objects" menu 2018-10-15 12:42:07 -07:00
Anthony Thibault
c0ceb713ec Spine2 IKTarget now smoothly interpolates when ik target is disabled.
Also all smooth ik interpolations use easeInExpo instead of linear curves.
2018-10-09 16:48:28 -07:00
Clement
8983fe2bcf Fix new Mac warnings 2018-10-09 12:11:55 -07:00
Anthony Thibault
4e75123740 Blend between non-estimated and estimated hips in Rig 2018-10-09 10:51:03 -07:00
Anthony Thibault
0283c9fbdc Added CriticallyDampedSpringPoseHelper to help smooth out hips. 2018-10-09 10:51:02 -07:00
unknown
1172e29d95 Clean up elbow smoothing code 2018-10-08 13:21:47 -07:00
SamGondelman
4024f2a180 fix various resourcecache bugs 2018-10-04 11:29:22 -07:00
Sam Gondelman
5b6e7b2566
Merge branch 'master' into scriptvec3 2018-10-02 08:58:04 -07:00
Anthony Thibault
b0cde2afcc Small addition to Anim Stats
* During a state machine interp the previous state now shows up in AlphaValues panel, with parentheses around the name.
* Added 3 new fields
  * Position - in world coordinate frame.
  * Heading - the facing angle in the world corrdinate frame.
  * Local Vel - the velocity of the character in the local coordinate frame. (left, forward, up).
2018-09-14 15:05:17 -07:00
SamGondelman
c522d1bc93 merge with master 2018-09-14 00:57:13 -07:00
Anthony Thibault
5a059e9318 Fix for build failure on linux and android. 2018-09-07 09:44:19 -07:00
Anthony Thibault
acc7f1f168 Moved AnimStats into its own qml panels.
Added state machine tracking as well.
2018-09-06 16:18:58 -07:00
Anthony Thibault
3a3ffcc98c First pass at improving anim stats. 2018-09-05 18:14:06 -07:00
SamGondelman
589e88af4a Merge remote-tracking branch 'upstream/master' into scriptvec3 2018-09-04 17:54:45 -07:00
SamGondelman
9b75c7e07f trying to separate colors and vectors 2018-09-04 17:20:05 -07:00
Anthony Thibault
e210fadc7c Fix for glitch when entering inAir state from takeoff.
This was due to a frame lag of blend factor used for inAir blending.  So the first frame the upward velocity would be 0, followed by 3.5 m/s the next frame.
This is fixed by using the workingVelocity instead of _lastVelocity to drive the blend.
2018-09-04 14:36:56 -07:00
Cristian Luis Duarte
4f3a730d6d Android - Handshake implementation - two important notes - IK was disabled on android and this enables it (needs a well thought review) - TouchscreenVirtualPadDevice buttons code does not scale well, it needs a refactor 2018-08-29 18:53:14 -03:00
amantley
671bf32d58 removed whitespace 2018-08-23 17:36:35 -07:00
amantley
884be2f99d removed comment and whitespace 2018-08-23 17:30:03 -07:00
amantley
0cc302f68c set phase to 0.0 2018-08-23 17:28:38 -07:00
amantley
220dbf586f set the phase to 0.0 when it is negative 2018-08-23 16:46:58 -07:00
SamGondelman
283c0c0311 s i m p l i f y 2018-08-23 11:47:56 -07:00
Sam Gondelman
f0986a7f5a Merge branch 'master' into scriptvec3 2018-08-20 10:56:45 -07:00
John Conklin II
644ff1eafa
Merge pull request #13655 from amantley/animationBlendChanges
New Default Strafe Animations Plus Animation Tuning Support
2018-08-10 15:03:30 -07:00
Anthony J. Thibault
3fa3cd8cfd In CCD IK chains, remove the LeftHand and RightHand constraint completely.
When used in combination with the elbow pole vector, this was causing the hand to never properly reach its rotation target.
It was also having side effects causing the elbow to never straighten properly to reach its position target.

There is possibly a bug in how this tip constraint is enforced and I've verified that there are no ill effects in removing it.
2018-08-08 13:56:47 -07:00
amantley
1353406254 more whitespace 2018-08-07 12:56:28 -07:00
amantley
4ad73fd821 removed whitespace 2018-08-07 12:51:23 -07:00
amantley
a61909446a Merge remote-tracking branch 'upstream/master' into animationBlendChanges 2018-08-07 10:40:22 -07:00
amantley
84619e7adc cleaned up to match coding standards 2018-08-07 10:40:11 -07:00
amantley
1ad6b041cd updated the elipes equation code for determining the forward speed of the avatar. We can now set the max forward == walkSpeed, max side and backwards == walkBackwardsSpeed and the sprint speed == sprintSpeed 2018-08-06 18:36:32 -07:00
Anthony Thibault
079b276c2b
Merge pull request #13733 from luiscuenca/fixElbowPoleVector3
Elbow pole vectors improvements
2018-08-06 17:33:03 -07:00
amantley
f1990378fd merged the json from the ik 2 bone pr into the new animation json 2018-08-06 14:27:09 -07:00
Angus Antley
a63b213d65 fixed the weight calculation for the hand overlays. to do: check the blends in hmd mode 2018-08-06 15:18:17 +01:00
amantley
bac9d195be working on the hand blend alphas, something is wrong with the print out 2018-08-03 17:56:49 -07:00
amantley
375d726535 added the new animations for strafe and walk to the resource file and updated the avatar-animation.json file 2018-08-03 16:48:43 -07:00
Sam Gondelman
7772e8adf2
Merge branch 'master' into scriptvec3 2018-08-03 14:57:49 -07:00
amantley
76b182f03b added the hmd strafe to the rig code 2018-08-03 12:12:01 -07:00
amantley
096cb0db81 working on strafe left and right transitions 2018-08-02 13:32:06 -07:00
amantley
bd88d5f15b merging with ik leg fix code in master 2018-08-02 09:48:04 -07:00
amantley
6b2c67e5bd more doug support 2018-08-01 18:22:51 -07:00
John Conklin II
fd1a431729
Merge pull request #13689 from ctrlaltdavid/M15244
Move scriptable caches' APIs into scripting interfaces
2018-08-01 11:50:13 -07:00
luiscuenca
fde77add79 Elbow pole vectors fixes 2018-08-01 11:49:18 -07:00
Anthony J. Thibault
fd780845bb Code review feedback 2018-07-31 18:25:04 -07:00
SamGondelman
2ca217eb4a merge with master 2018-07-30 17:43:15 -07:00
amantley
541d2deed5 added the parent alpha into the child animation weight, removed extra hand overlay print outs 2018-07-30 14:45:25 -07:00
Anthony J. Thibault
58f95bd07b assert fix 2018-07-30 13:14:32 -07:00
Anthony J. Thibault
6a6ece8910 Warning fixes and whitespace cleanup 2018-07-30 11:49:44 -07:00
Anthony J. Thibault
401995fb06 Leg IK fixes
Fixes for raising legs and sometimes squatting while in HMD mode.
2018-07-30 10:55:52 -07:00
amantley
637a214165 added the anim stack print out static object for the list of motion and weights 2018-07-27 17:25:00 -07:00
amantley
b28ce40f09 adding the anim stack print out feature half way done 2018-07-27 08:46:40 -07:00
David Rowe
9a9d190918 Remove unnecessary duplicate function 2018-07-26 20:26:13 +12:00
David Rowe
baf88ab508 Revise scriptable resource caches' interfaces 2018-07-26 16:12:16 +12:00
amantley
fee05b6b8d debug of anim state machine tree traversal 2018-07-25 17:46:19 -07:00
David Rowe
16e06de9cd Move scriptable caches into scripting interfaces
Removed non-working getResource() API functions.
2018-07-25 22:10:14 +12:00
amantley
b91df1b2d4 cleaned up stray files and old hud code 2018-07-24 17:25:27 -07:00
amantley
04dbafeedc removed the hard coded reference speeds in Rig.cpp. we now use the characteristic speeds from the avatar-animation.json file for blending. the computation of the blend alphas takes place in AnimBlendLinearMove.cpp 2018-07-24 17:13:57 -07:00
luiscuenca
e7d70a832d Pole Vectors always calculated when arms are crossed 2018-07-24 08:58:17 -07:00
amantley
aa92865b21 added the code to display the alphas for the motion blends 2018-07-23 17:45:24 -07:00
luiscuenca
8f547d9bdd fix warnings 2018-07-23 16:37:25 -07:00
luiscuenca
94bb8fc917 More unused code 2018-07-23 15:29:42 -07:00
luiscuenca
4a27189913 function consistancy 2018-07-23 14:27:55 -07:00
luiscuenca
2adb334034 unused code deleted 2018-07-23 14:25:30 -07:00
luiscuenca
9d2d7c3aa4 Redesign and enable hand's Pole Vectors for elbow simulation 2018-07-23 13:16:11 -07:00
amantley
65160e4513 changed the middle reference speed for forward movement so that run doesn't get blended into walk 2018-07-20 14:07:24 -07:00
amantley
6db108e78e added a third reference speed to the lateral speeds in rig.cpp 2018-07-19 15:27:57 -07:00
SamGondelman
9929529f30 vec3 conversion 2018-07-11 14:18:22 -07:00
Anthony Thibault
f56c0a3a3f
Merge pull request #13502 from luiscuenca/eyelidFix
Fix closed eyelids when head is tilted down
2018-07-05 08:50:22 -07:00
Anthony J. Thibault
3a88582f42 Bug fix for feet poleVector smoothing.
This bug was introduced when I renamed the variable from poleVector to sensorPoleVector for readablity.
2018-07-02 15:16:47 -07:00
Anthony J. Thibault
fff4348a0f Bug fix for poleVector smoothing
Needs to occur in sensor space rather then avatar space.
2018-06-29 17:54:21 -07:00
luiscuenca
24d03ace4c Changes from CR and decreased looking at angle to mitigate freaky eyes 2018-06-29 14:34:17 -07:00
Andrew Meadows
6331395a89 remove crash mode in invokable methods 2018-06-15 10:27:35 -07:00
Anthony J. Thibault
94c39bc4af Better fix for looking down at your own body. 2018-06-05 14:43:33 -07:00
Anthony J. Thibault
c3d1daf855 Merge branch 'master' into nativeCGCode 2018-06-04 09:32:38 -07:00
David Rowe
e44e7ca35f Fix up Resource and resource cache APIs' JSDoc 2018-05-21 11:57:16 +12:00
Anthony J. Thibault
ec638d9d91 Avatar can now look straight down without spinning 180.
Also, come code clean up and removal of unnecessary Y_180 flips.
2018-05-14 13:48:04 -07:00
Clement
da9fb9c751 Fix non self-sufficient headers 2018-05-04 16:26:41 -07:00
David Rowe
e95c38d939 Merge branch 'master' into 21856-g
# Conflicts:
#	libraries/model-networking/src/model-networking/TextureCache.h
2018-05-03 21:03:14 +12:00
David Rowe
48632be3c2 Fix up cache APIs' JSDoc 2018-05-02 16:12:48 +12:00
David Rowe
1aa28b7f54 Merge remote-tracking branch 'upstream/master' into 21856-d
# Conflicts:
#	interface/src/LODManager.h
2018-05-02 07:50:55 +12:00
Oren Hurvitz
69b97b423f Added a missing 'break' in AnimExpression::evalUnaryMinus() 2018-04-30 15:42:45 +03:00
David Rowe
2cc3ed6287 List which contexts each namespace and object is available in 2018-04-28 20:00:28 +12:00
David Rowe
08dc9b133f Docs to JSDoc review 2018-04-26 21:10:28 +12:00
milad nazeri
23d07fa292 fixed spacing issue 2018-04-24 13:14:55 -07:00
milad nazeri
1121fe8da0 fix tabs 2018-04-23 21:47:53 -07:00
milad nazeri
4ac06fe99f Updating previous jsdocs 2018-04-22 22:22:33 -07:00
milad nazeri
e9b9c05b5d removed cruft 2018-04-22 08:51:47 -07:00
Anthony Thibault
dc9c9fd0ee
Merge pull request #12683 from hyperlogic/bug-fix/reduce-elbow-flapping
Reduce avatar elbow fluttering by disabling pole vectors
2018-04-02 10:51:28 -07:00
John Conklin II
563ff61325
Merge pull request #12661 from SamGondelman/android
Android: Stats, disable IK, reduce impact of InputRecorder
2018-03-23 11:08:50 -07:00
Anthony J. Thibault
f19b1d9890 Fix for character walk animations in desktop mode. 2018-03-20 18:12:55 -07:00
Anthony J. Thibault
69f462baeb Disable elbow pole vectors, solve from joint limit centers. 2018-03-19 18:53:00 -07:00
SamGondelman
06c0b3afd3 disable IK on android, input recorder doesn't do anything if off 2018-03-16 16:52:12 -07:00
Anthony J. Thibault
f6c4f6b9c4 Fix for arm IK jitter
When in HMD mode, holding your hand controller in front of your face, would often result in a 1-2 mm pop in wrist position.
This was due to a problem in the IK elbow constraint.
When the swing rotation out of the elbow's reference frame was close to but not exactly identity it would not be properly constrainted.
But when the magnitude of that swing became big enough the constraint would engage.
This small change in swing rotation was noticable as a 1-2 mm movement in the wrist.
2018-03-15 13:06:27 -07:00
David Rowe
75189e292d Fix OSX / Linux warning 2018-03-13 10:22:50 +13:00
David Rowe
945858876e Use std::vector<> instead of QVector 2018-03-13 09:53:25 +13:00
David Rowe
5acc605ba0 Fix OSX / Linux warning 2018-03-12 16:03:31 +13:00
David Rowe
957d39b0b1 Fix rotation and position of meshes attached to eye joints 2018-03-11 14:49:23 +13:00
Seth Alves
bf73df1265 more logging for fogbugz 11748 2018-02-20 15:45:47 -08:00
John Conklin II
309c2ecba1
Merge pull request #12239 from druiz17/fix-camera-update
Do not override sensorToWorldMatrix if animGraph is loading or failed to load
2018-02-13 15:10:13 -08:00
John Conklin II
d084e58f48
Merge pull request #12328 from Atlante45/fix/misc-bugs
Misc bug fixes
2018-02-12 14:31:38 -08:00
Dante Ruiz
d381beb213 cleaning up code 2018-02-12 10:53:42 -08:00
Dante Ruiz
0c5c4679fb Merge branch 'master' of github.com:highfidelity/hifi into fix-camera-update 2018-02-05 14:25:54 -08:00
Anthony Thibault
819af96fcc
Merge pull request #12331 from ctrlaltdavid/21732
Fix scaling of avatar submeshes attached to joints
2018-02-05 10:19:18 -08:00
David Rowe
9818674549 Fix scaling of avatar submeshes attached to joints 2018-02-03 15:06:47 +13:00
Dante Ruiz
d593e7107c fix merge conflict 2018-02-02 13:29:31 -08:00
Atlante45
8ebb3e52d8 Misc bug fixes 2018-02-02 13:10:49 -08:00
John Conklin II
cbdbf51ccd
Merge pull request #12317 from hyperlogic/feature/remove-ik-hips-offset
Removal of hips offset shifting from AnimInverseKinematics node
2018-02-01 15:30:08 -08:00
Anthony J. Thibault
b23f98b311 Removal of hips offset shifting from AnimInverseKinematics node
With the addition of the hips IK target, the hips offset shifting code is no longer necessary.
This PR should not effect any behavior, but it removes this unused code from the animation system.
2018-01-31 17:56:33 -08:00
Anthony J. Thibault
ed67a5b408 Fix avatars with extra joints during mirrored animations
When the avatar is rotated it will play a mirrored and non mirrored versions of the rotation animation.
The mirrored version would also mirror extra joints on the model, yielding unexpected results.
This refines the logic that determines which joints are NOT mirrored, so that extra joints
remain unaffected by the mirrored animation playback.
2018-01-30 16:51:39 -08:00
Seth Alves
b6f7d2eb89 print warnings if head position contains not-a-number 2018-01-25 15:15:59 -08:00
Dante Ruiz
b7ba7862aa give animGrapgh loader a high priority 2018-01-24 11:18:42 -08:00
Anthony J. Thibault
cd4d9255bd Added defaultPoseFlags to avatar protocol
Change rotationSet to rotationIsDefaultPose for JointData
Also for translation.  Fixed all code to flip boolean value.
Created EntityJointData so that the ModelEntity stuff doesn't need to change.
2018-01-19 15:34:27 -08:00
Seth Alves
33c586de60
Merge pull request #12188 from hyperlogic/feature/small-anim-refactor
Remove dangerous "Use Anim Pre and Post Rotations" menu item
2018-01-17 13:41:51 -08:00
Anthony J. Thibault
bc587bf6d8 Removal of legacy Rig methods 2018-01-16 18:19:35 -08:00
Anthony J. Thibault
576273efe3 Remove Rig::restoreJointPosition and references to it. 2018-01-16 18:01:58 -08:00
Anthony J. Thibault
1027025b5c remove bind poses from AnimSkeleton. 2018-01-16 17:41:25 -08:00
Anthony J. Thibault
51ea2632c0 Remove Avatar UseAnimPreAndPostRotations option.
This should always be true and can lead to hard to diagnose bugs if it is ever set to false.
2018-01-16 17:27:19 -08:00
humbletim
08ccda9cfc rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
Anthony Thibault
0a54241fe3
Merge pull request #12092 from hyperlogic/feature/dual-quat
Fix tootsie roll wrists and shoulders with dual quaternion skinning
2018-01-12 16:30:03 -08:00
Anthony J. Thibault
bfd18e3696 unused variable warning fix 2018-01-12 09:07:50 -08:00
Anthony J. Thibault
983e1fe075 warning fixes: removed unused variable. 2018-01-11 17:57:58 -08:00
Anthony J. Thibault
4e4ac6c54d Merge branch 'master' into bug-fix/elbow-glitch-fix 2018-01-11 17:57:41 -08:00
Anthony J. Thibault
7753b8a0b5 Merge branch 'master' into feature/dual-quat 2018-01-11 17:31:29 -08:00
Anthony J. Thibault
467a7eaf2d Fix for elbow glitches
The pole vector constraint calculation within the IK system would sometimes compute the incorrect rotations.
This would be visible as an instantaneous snap of the elbow joint as the bicep was curled.

When applying pole vector constraints, there needs to be two methods of determining the current orientation of the elbow joint.
One for when the arm/elbow joint is bent, and one for when the arm/elbow is straight.
Previously, the way we would switch between these two solutions could cause a large rotation delta to accur between very small angles.
Now we use the more accurate method (1) more often, and we smoothly blend between the solutions as the joint gets straighter.
2018-01-11 15:40:53 -08:00
Anthony J. Thibault
ae997928c1 Bug fix to prevent wrists entering the avatar's torso.
This was inadvertently disabled in PR #11978.
2018-01-10 11:51:44 -08:00
Anthony J. Thibault
d08f94a74d Code review feedback
* Removed AnimPose::fuzzyEqual
* Fixed DualQuaternion ctor
2018-01-08 13:36:23 -08:00
Anthony J. Thibault
515d13a4c1 WIP checkpoint 2018-01-04 16:09:08 -08:00
Anthony J. Thibault
565875e823 WIP first attempt at dual quat skinning 2018-01-04 16:09:02 -08:00
Anthony J. Thibault
e2df9e29e2 Fix for crash in AnimSkeleton::getNumJoints()
When initAnimGraph is called it asynchronously loads the Animation graph in the background.
If the model url is changed, or the Model is deleted in between the initial load and it's completion,
It's possible to access a bad Rig::_animSkeleton pointer.
The fix is to hold onto the _animSkeleton pointer via a weak ref.
2017-12-15 16:46:27 -08:00
Anthony J. Thibault
9f54ce55f3 Change domain setting from min/max avatar scale to min/max avatar height
* Domain settings version has been bumped from version 2.0 to 2.1
* Old domain settings for avatar scale will be auto-converted to avatar height
* Avatar code has been changed so that limitDomainScale() works with the new height limits
* Avatar getUnscaledEyeHeight() was added to C++.
* MyAvatar.getHeight() was added to JS.
2017-11-21 13:25:47 -08:00
luiscuenca
bf0d55aa98 9267 Fix not restoring animations after changing view modes 2017-11-15 15:04:24 -07:00
Anthony J. Thibault
4169e11e77 Merge branch 'master' into bug-fix/div-by-zero 2017-11-10 10:15:26 -08:00
Anthony J. Thibault
9724a5e5b8 Fix for address sanitizer warning
This fixes a potential null pointer dereference.
2017-11-09 10:53:36 -08:00
luiscuenca
81509b3e92 coding standard 2017-11-02 10:34:57 -07:00
luiscuenca
9e0e1ab5a5 erase comment 2017-11-01 19:56:16 -07:00
luiscuenca
e201e82ec2 formatting 2017-11-01 19:45:56 -07:00
luiscuenca
6a2dc38fdd restoring previous roles 2017-11-01 19:38:37 -07:00
luiscuenca
da63e85699 Bug 8270 fixed 2017-11-01 09:17:04 -07:00
Andrew Meadows
c79bf3bc04 cleanup WANT_DETAILED_PROFILING 2017-10-19 14:31:50 -07:00
Andrew Meadows
339edc67c8 ifdef out more per-frame-per-entity profiling 2017-10-16 17:27:53 -07:00
Anthony J. Thibault
fe57a20979 div by zero fix 2017-10-10 16:22:49 -07:00
Anthony J. Thibault
18d723b6b4 div by zero fixes, detected by address sanitizer 2017-10-10 16:17:39 -07:00