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.
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.
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.
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.
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.
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.
New JavaScript API to get the avatar's default pose.
MyAvatar.getDefaultJointRotation(index);
MyAvatar.getDefaultJointTranslation(index);
See `examples/tPose.js` for example usage
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()
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.
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.
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.
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
* 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.
* 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
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
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.
* 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
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.