Merge pull request #15068 from hyperlogic/bug-fix/avatar-missing-animated-joints-bug

Fix for case when animated joints are missing from the target avatar
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Anthony Thibault 2019-03-01 13:03:29 -08:00 committed by GitHub
commit 369c718ba8
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GPG key ID: 4AEE18F83AFDEB23
3 changed files with 79 additions and 34 deletions

View file

@ -95,57 +95,85 @@ void AnimClip::setCurrentFrameInternal(float frame) {
_frame = ::accumulateTime(_startFrame, _endFrame, _timeScale, frame + _startFrame, dt, _loopFlag, _id, triggers);
}
static std::vector<int> buildJointIndexMap(const AnimSkeleton& dstSkeleton, const AnimSkeleton& srcSkeleton) {
std::vector<int> jointIndexMap;
int srcJointCount = srcSkeleton.getNumJoints();
jointIndexMap.reserve(srcJointCount);
for (int srcJointIndex = 0; srcJointIndex < srcJointCount; srcJointIndex++) {
QString srcJointName = srcSkeleton.getJointName(srcJointIndex);
int dstJointIndex = dstSkeleton.nameToJointIndex(srcJointName);
jointIndexMap.push_back(dstJointIndex);
}
return jointIndexMap;
}
void AnimClip::copyFromNetworkAnim() {
assert(_networkAnim && _networkAnim->isLoaded() && _skeleton);
_anim.clear();
auto avatarSkeleton = getSkeleton();
// build a mapping from animation joint indices to avatar joint indices.
// by matching joints with the same name.
const HFMModel& animModel = _networkAnim->getHFMModel();
AnimSkeleton animSkeleton(animModel);
const int animJointCount = animSkeleton.getNumJoints();
const int avatarJointCount = avatarSkeleton->getNumJoints();
std::vector<int> animToAvatarJointIndexMap;
animToAvatarJointIndexMap.reserve(animJointCount);
for (int animJointIndex = 0; animJointIndex < animJointCount; animJointIndex++) {
QString animJointName = animSkeleton.getJointName(animJointIndex);
int avatarJointIndex = avatarSkeleton->nameToJointIndex(animJointName);
animToAvatarJointIndexMap.push_back(avatarJointIndex);
}
// build a mapping from animation joint indices to avatar joint indices by matching joints with the same name.
std::vector<int> avatarToAnimJointIndexMap = buildJointIndexMap(animSkeleton, *avatarSkeleton);
const int animFrameCount = animModel.animationFrames.size();
_anim.resize(animFrameCount);
for (int frame = 0; frame < animFrameCount; frame++) {
const HFMAnimationFrame& animFrame = animModel.animationFrames[frame];
// init all joints in animation to default pose
// this will give us a resonable result for bones in the avatar skeleton but not in the animation.
_anim[frame].reserve(avatarJointCount);
for (int avatarJointIndex = 0; avatarJointIndex < avatarJointCount; avatarJointIndex++) {
_anim[frame].push_back(avatarSkeleton->getRelativeDefaultPose(avatarJointIndex));
// extract the full rotations from the animFrame (including pre and post rotations from the animModel).
std::vector<glm::quat> animRotations;
animRotations.reserve(animJointCount);
for (int i = 0; i < animJointCount; i++) {
animRotations.push_back(animModel.joints[i].preRotation * animFrame.rotations[i] * animModel.joints[i].postRotation);
}
for (int animJointIndex = 0; animJointIndex < animJointCount; animJointIndex++) {
int avatarJointIndex = animToAvatarJointIndexMap[animJointIndex];
// convert rotations into absolute frame
animSkeleton.convertRelativeRotationsToAbsolute(animRotations);
// skip joints that are in the animation but not in the avatar.
if (avatarJointIndex >= 0 && avatarJointIndex < avatarJointCount) {
// build absolute rotations for the avatar
std::vector<glm::quat> avatarRotations;
avatarRotations.reserve(avatarJointCount);
for (int avatarJointIndex = 0; avatarJointIndex < avatarJointCount; avatarJointIndex++) {
int animJointIndex = avatarToAnimJointIndexMap[avatarJointIndex];
if (animJointIndex >= 0) {
// This joint is in both animation and avatar.
// Set the absolute rotation directly
avatarRotations.push_back(animRotations[animJointIndex]);
} else {
// This joint is NOT in the animation at all.
// Set it so that the default relative rotation remains unchanged.
glm::quat avatarRelativeDefaultRot = avatarSkeleton->getRelativeDefaultPose(avatarJointIndex).rot();
glm::quat avatarParentAbsoluteRot;
int avatarParentJointIndex = avatarSkeleton->getParentIndex(avatarJointIndex);
if (avatarParentJointIndex >= 0) {
avatarParentAbsoluteRot = avatarRotations[avatarParentJointIndex];
}
avatarRotations.push_back(avatarParentAbsoluteRot * avatarRelativeDefaultRot);
}
}
// convert avatar rotations into relative frame
avatarSkeleton->convertAbsoluteRotationsToRelative(avatarRotations);
_anim[frame].reserve(avatarJointCount);
for (int avatarJointIndex = 0; avatarJointIndex < avatarJointCount; avatarJointIndex++) {
const AnimPose& avatarDefaultPose = avatarSkeleton->getRelativeDefaultPose(avatarJointIndex);
// copy scale over from avatar default pose
glm::vec3 relativeScale = avatarDefaultPose.scale();
glm::vec3 relativeTranslation;
int animJointIndex = avatarToAnimJointIndexMap[avatarJointIndex];
if (animJointIndex >= 0) {
// This joint is in both animation and avatar.
const glm::vec3& animTrans = animFrame.translations[animJointIndex];
const glm::quat& animRot = animFrame.rotations[animJointIndex];
const AnimPose& animPreRotPose = animSkeleton.getPreRotationPose(animJointIndex);
AnimPose animPostRotPose = animSkeleton.getPostRotationPose(animJointIndex);
AnimPose animRotPose(glm::vec3(1.0f), animRot, glm::vec3());
// adjust anim scale to equal the scale from the avatar joint.
// we do not support animated scale.
const AnimPose& avatarDefaultPose = avatarSkeleton->getRelativeDefaultPose(avatarJointIndex);
animPostRotPose.scale() = avatarDefaultPose.scale();
// retarget translation from animation to avatar
const glm::vec3& animZeroTrans = animModel.animationFrames[0].translations[animJointIndex];
@ -154,10 +182,15 @@ void AnimClip::copyFromNetworkAnim() {
if (fabsf(glm::length(animZeroTrans)) > EPSILON) {
boneLengthScale = glm::length(avatarDefaultPose.trans()) / glm::length(animZeroTrans);
}
AnimPose animTransPose = AnimPose(glm::vec3(1.0f), glm::quat(), avatarDefaultPose.trans() + boneLengthScale * (animTrans - animZeroTrans));
_anim[frame][avatarJointIndex] = animTransPose * animPreRotPose * animRotPose * animPostRotPose;
relativeTranslation = avatarDefaultPose.trans() + boneLengthScale * (animTrans - animZeroTrans);
} else {
// This joint is NOT in the animation at all.
// preserve the default translation.
relativeTranslation = avatarDefaultPose.trans();
}
// build the final pose
_anim[frame].push_back(AnimPose(relativeScale, avatarRotations[avatarJointIndex], relativeTranslation));
}
}

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@ -149,8 +149,19 @@ void AnimSkeleton::convertAbsolutePosesToRelative(AnimPoseVec& poses) const {
}
}
void AnimSkeleton::convertRelativeRotationsToAbsolute(std::vector<glm::quat>& rotations) const {
// rotations start off relative and leave in absolute frame
int lastIndex = std::min((int)rotations.size(), _jointsSize);
for (int i = 0; i < lastIndex; ++i) {
int parentIndex = _parentIndices[i];
if (parentIndex != -1) {
rotations[i] = rotations[parentIndex] * rotations[i];
}
}
}
void AnimSkeleton::convertAbsoluteRotationsToRelative(std::vector<glm::quat>& rotations) const {
// poses start off absolute and leave in relative frame
// rotations start off absolute and leave in relative frame
int lastIndex = std::min((int)rotations.size(), _jointsSize);
for (int i = lastIndex - 1; i >= 0; --i) {
int parentIndex = _parentIndices[i];

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@ -54,6 +54,7 @@ public:
void convertRelativePosesToAbsolute(AnimPoseVec& poses) const;
void convertAbsolutePosesToRelative(AnimPoseVec& poses) const;
void convertRelativeRotationsToAbsolute(std::vector<glm::quat>& rotations) const;
void convertAbsoluteRotationsToRelative(std::vector<glm::quat>& rotations) const;
void saveNonMirroredPoses(const AnimPoseVec& poses) const;