dooglife@gmail.com
ec06a02fdf
Merge branch 'master' of https://github.com/highfidelity/hifi into tweak_sit_pose
2019-08-21 08:46:59 -07:00
dooglifeSF
8d05d9e5d4
fix the worst of the mismatched emote poses for the eval mtg
2019-08-20 11:57:20 -07:00
Anthony Thibault
2b74e2a7fa
Merge pull request #16066 from hyperlogic/bug-fix/sit-bug-fixes
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Avatar sitting bug fixes
2019-08-20 11:09:25 -07:00
dooglifeSF
8a3b93b913
add 3 sits with different hand placements for eval - also 2 new sit emotes
2019-08-20 10:35:56 -07:00
Anthony J. Thibault
381f7c6bc4
Avatar sitting bug fixes
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* Added seatedToIdle transition, to make transition quicker to better match the capsule physics.
* Made switching into and out of instantly set animVar for the animation graph, previously it was delayed by 100 ms.
* Created "isNotSeated" anim var for exiting the seated state.
* MyAvatar::beginSit & MyAvatar::endSit no longer calls goToPosition, instead MyAvatar::slamPosition is called.
* MyAvatar::slamPosition will cause the AvatarTransit class to NOT play the teleport anticipation/reaction animation.
Note: This does not prevent other clients from interpolating the position when entering the seat, but it prevents the teleport reaction animation from playing.
* Disable leg IK in HMD mode while seated.
2019-08-16 10:57:03 -07:00
dooglifeSF
2f3f6be693
Tuning pass on anim-graph, using the new blend modes and engine features.
2019-08-14 15:18:19 -07:00
Anthony J. Thibault
733d7455f4
new seated talking anim
2019-08-09 08:52:38 -07:00
Anthony J. Thibault
b4869508a0
updated clap
2019-08-08 14:47:31 -07:00
Anthony J. Thibault
ef81ccafed
Hooked up seated clap
2019-08-08 13:02:19 -07:00
Anthony J. Thibault
317c2f5219
sitting raise hand
2019-08-08 09:37:03 -07:00
Anthony J. Thibault
e5e012a83e
agree, point and disagree sitting emotes
2019-08-07 14:15:29 -07:00
Anthony J. Thibault
147753309f
Updated clap02 with new version that is not as slow.
2019-08-06 17:57:27 -07:00
Anthony J. Thibault
3f6b488f27
Added intro-loop-outro phases for raiseHand, applaud and point
2019-08-06 17:39:30 -07:00
Anthony J. Thibault
649ef6c721
Added sitting idle variation and removed rejected emote variations.
2019-08-05 09:42:01 -07:00
Anthony J. Thibault
31762a0c80
Bug fixes in seated reactions
2019-08-02 10:17:59 -07:00
Anthony J. Thibault
c8e4536bba
Hooked up variations of seated while talking and stubs for reactions while seated.
2019-08-02 10:11:38 -07:00
Anthony J. Thibault
f843c01b35
added missing seated idle pose
2019-08-01 13:09:02 -07:00
Anthony J. Thibault
a2e37b7275
talking/reactions while seated, work in progress check in
2019-08-01 13:05:15 -07:00
Anthony J. Thibault
ee4bb233b9
Bug fix for head nod not going back to idle.
2019-07-30 12:56:43 -07:00
Anthony J. Thibault
4f5d0d1c0f
Updated a negative reaction animation.
2019-07-29 16:49:16 -07:00
Anthony J. Thibault
6f3bb749e2
Added new applaud, point and raisehand reactions.
2019-07-29 16:17:50 -07:00
Anthony J. Thibault
e205d90df6
Hooked up random positive & negative emote animations.
2019-07-29 15:01:10 -07:00
Anthony J. Thibault
6e6440232c
Updated avatar-animation.json from animedit tool
2019-07-29 10:49:34 -07:00
luiscuenca
015d1951fc
Add sitting clip node
2019-07-24 10:44:33 -07:00
luiscuenca
e7e864121f
Merge branch 'master' into avatarSitAPI
2019-07-23 14:22:42 -07:00
luiscuenca
9cec979552
Add sit API to MyAvatar
2019-07-23 14:20:54 -07:00
Anthony J. Thibault
687588cde7
Hooked up first-pass reaction animations.
2019-07-23 09:47:37 -07:00
dooglifeSF
413a089402
add teleport.fbx back to avatar/animations
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compiled and tested in local sandbox but need to test with Jamil in HMD to see that teleport plays correctly for remote viewer
2019-07-15 13:24:21 -07:00
dooglifeSF
7856ab611f
rig shoulder rotation order fixed, animations batch converted and polished, json updated with new ranges for side steps, tabs converted to spaces
2019-06-27 11:37:05 -07:00
dooglifeSF
3d92875eb5
add spine twist during transitions in/out of alt idle to help when talking is overlayed
2019-06-21 10:39:53 -07:00
dooglifeSF
e25913f136
fix finger collapse in talks and idles - caused by finger joints bending more than 90 degrees in Y
2019-06-20 16:05:18 -07:00
dooglifeSF
3eef23fe98
change base idle more frequently, add more motion to idle02, improve head movements in talks, add head movement to talk_armsdown
2019-06-19 16:19:42 -07:00
dooglifeSF
255777c82d
bring latest changes to idles, locomotion and animation json into hifi from hifi-animation
2019-06-19 09:49:42 -07:00
dooglifeSF
1c1807a80c
Merge branch 'master' into idles_talks_locomotion_improvements
2019-06-17 10:44:11 -07:00
dooglifeSF
51b5f6093a
locomotion and idles bug fixes, json updated with correct values, AnimStats.cpp on screen debug text timeout pushed to 20 seconds
2019-06-17 08:58:15 -07:00
Anthony J. Thibault
7ce5f7ac0b
Adjust run and jog anims to better align head with 1p camera
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Added adjust forward run and jog animations to better align with first person camera.
In some instances, such as looking down, you could sometimes see your body lead your camera.
https://highfidelity.atlassian.net/browse/BUGZ-240
2019-06-10 16:27:03 -07:00
Angus Antley
395a4cc9c4
added final animations and json to the resource
2019-04-25 19:14:31 -07:00
Angus Antley
27ed468946
made changes requested
2019-04-25 14:42:41 -07:00
Angus Antley
baca58360e
updated json and talk_righthand anim
2019-04-25 09:50:12 -07:00
Angus Antley
ea173b8d61
more time for talk ease in and updated json random choice times
2019-04-24 21:29:55 -07:00
Angus Antley
eb0506ee12
updated json
2019-04-24 14:58:30 -07:00
Angus Antley
45f4cb2018
added animation files and updated ease in function in rig
2019-04-24 14:56:38 -07:00
amantley
7f3101eefb
working on the ease in function for the talk idle
2019-04-23 18:13:15 -07:00
amantley
70d8200bdc
added on done for movement7 to json
2019-04-23 10:40:37 -07:00
Angus Antley
1291ee5ebc
added new animations to the resource
2019-04-23 07:43:31 -07:00
amantley
ba9b539bd2
removed hand fbx files that will be used in the future for default hand overrides
2019-04-16 14:12:32 -07:00
Angus Antley
55b42946a4
cleaned up ugly brace style in json
2019-03-28 19:07:01 -07:00
Angus Antley
d71c6c28de
added the new hand anims to the resource, and added hand reset to initAnimGraph
2019-03-27 12:00:50 -07:00
Angus Antley
02d9331603
This changes the avatar-animation json so that we have override
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animations for the right and left hand, similar to how we have whole
body override animations.
2019-03-26 23:27:54 -07:00
amantley
8e9618d740
added a lower run animation to stop hovering when running
2019-03-05 11:44:53 -08:00
Angus Antley
382a03929e
changed back to regular 2 bone Ik for arms in json and cleaned up rig.cpp and polevector constraint
2019-02-15 07:06:43 -08:00
amantley
07a4f49c58
adding the armik nodes into the json
2019-02-05 17:21:39 -08:00
amantley
34d32eeda8
removed the extra ikoverlay in the avatar-animation.json
2019-02-04 10:17:22 -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
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
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
0b6d0b4baf
renamed json to reflect spline node
2019-01-25 18:17:15 -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
446d7b9514
added the flex coeff for the primary and secondary spline targets to the json
2019-01-25 14:41:18 -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
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
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
7777162351
got the spine2 rotationa and the head spline working
2019-01-18 15:28:41 -08:00
amantley
e5b16ef174
implemented the splineIK in animSplineIK.cpp, todo: disable animinversekinematic.cpp
2019-01-16 18:31:52 -08:00
amantley
3b5d8db650
updated the json to have a spline node at the root
2019-01-08 17:33:14 -08:00
luiscuenca
6ed6e30df3
Tweak transit animation
2018-11-05 19:14:40 -07:00
luiscuenca
afc76fec72
Added overrideNetworkAnimation and restoreNetworkAnimation methods
2018-10-22 15:20:32 -07:00
luiscuenca
bb5c042f16
Blend network animation
2018-10-18 17:51:20 -07:00
Anthony Thibault
d9beadb7e4
remove tabs from avatar-animation.json
2018-09-10 10:49:43 -07:00
Anthony Thibault
ff645be78b
Update animations for jump, inAir and less feminine walk cycle
2018-09-07 17:09:55 -07:00
amantley
48e08276bf
added new jump_takeoff and jump_land to fix the tposing in the transition to and from flying
2018-08-15 10:20:17 -07:00
John Conklin II
a5bace4e4d
Merge pull request #13706 from ElderOrb/FB17062
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use updated 'Last Legends: Male' from Mukul
2018-08-14 14:18:39 -07:00
amantley
74186b0162
changed back speed to 2.2 m/s and the end frame for strafe left and right to 33, and the end frame for wlk_bkwd to 27
2018-08-10 09:56:24 -07:00
amantley
c8a31bc59f
created a backward walk speed constant 1.6m/s and changed the characteristic speed for strafe right left to 1.3
2018-08-09 17:38:57 -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
amantley
f1990378fd
merged the json from the ik 2 bone pr into the new animation json
2018-08-06 14:27:09 -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
Anthony J. Thibault
401995fb06
Leg IK fixes
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Fixes for raising legs and sometimes squatting while in HMD mode.
2018-07-30 10:55:52 -07:00
Alexander Ivash
d38f0b0fde
use updated 'Last Legends: Male' from Mukul
2018-07-27 12:32:18 +03:00
Anthony Thibault
1d33f51ca4
Merge pull request #13528 from amantley/integratedStepping
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Step Detection From Head and Hands Tracking
2018-07-10 09:59:22 -07:00
Alexander Ivash
89c478310f
update avatarbookmarks.json
2018-07-06 21:00:55 +03:00
Alexander Ivash
24885c3512
use avatarbookmarks.json from resources by default
2018-07-06 21:00:55 +03:00
amantley
ed279e7331
added tweaks to the avatar animation json that speed up the transitions to better match the new step detection
2018-07-02 15:46:58 -07:00
Anthony J. Thibault
9f6641ed10
Shoulder puck calibration work in progress
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* AnimInverseKinematics: debug draw for secondary targets
* AnimInverseKienmatics: better clean up of ik target debug draw
* GeometryUtil: added findPlaneFromPoints()
* ViveControllerManager: external dependency on eigen
* ViveControllerManager: record history of left/right hand controllers
* ViveControllerManager: use history to determine user shoulder location for better calibration
* ViveControllerManager: pass defaultToReferenceMat by const ref to calibrate functions.
* CMake: added external depenency to eigen linear algebra library.
2017-07-24 17:22:48 -07:00
Anthony J. Thibault
22d8adcb99
Better shoulder/arm puck calibration.
2017-07-13 10:39:48 -07:00
Anthony J. Thibault
8602d57a57
Eliminated to wiggle while pucks are enabled.
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* Added new anim node AnimDefaultPose
* AnimNodeLoader was changed to support the addition of the AnimDefaultPose node
* Edited default avatar-animation.json to insert an AnimOverlay and AnimDefaultPose between the IK node and the rest of the "underPose".
* Rig uses this to fade in default pose for the toes when the hip/feet puck are active.
This effectively deadens the toe animations, without effecting the hand animations.
* Also, the rig was changed to use the LimitCenter solution when the feet are enabled but the hips are not.
2017-06-26 14:09:10 -07:00
Anthony J. Thibault
e7991579ef
Enabled elbow pole vectors
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There are still some issues with rotations of the elbow pole vectors.
* When the (hand - shoulder) vector approaches the normal vector used in Rig::calculateElbowPoleVector() unexpected twists can occur.
* Also, when the (hand - shoulder) vector approaches zero, the IK system starts to flutter between two states.
* The shoulder twist constraint probably needs to be opened up for more natural range of motion.
2017-06-16 17:29:56 -07:00
Anthony J. Thibault
10f94c2d60
Fixed pole vectors on straight limbs by using reference vector
2017-06-14 11:35:53 -07:00
Anthony J. Thibault
f20c03fa6e
Pole vectors can be controlled via anim vars.
2017-06-13 15:36:05 -07:00
Anthony J. Thibault
8334dff610
compute rotation from derivative of spline
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This should fix bad rotation values for the spine during bowing/touching toes.
2017-06-08 15:00:12 -07:00
Dante Ruiz
0fdf136251
got the shoulders working
2017-05-24 19:31:48 +01:00
Dante Ruiz
ac3c9655ec
added arms
2017-05-24 01:28:08 +01:00
Anthony J. Thibault
6ae2e6778e
ensure left and right arm flexCoeff are the same.
2017-05-19 10:51:09 -07:00
Anthony J. Thibault
e99001d86c
debug draw ik chains, bug fix for flex coef on tips
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And opened up hip constraints.
2017-05-18 16:29:55 -07:00