Commit graph

1372 commits

Author SHA1 Message Date
Anthony J. Thibault
d57ea8ac4a Fix for signed/unsigned compare warning 2019-06-17 15:42:20 -07:00
Anthony J. Thibault
4b5d5062b1 Improvement to Developer > Avatar > Draw Animation
This feature was added to help diagnose the root cause of a rarely occurring finger twitching bug.

Also, some asserts were added to AnimClip to also help catch a rarely occurring crash.
2019-06-17 14:50:19 -07:00
Seth Alves
d1824c4d6d remove spammy log 2019-06-04 13:00:26 -07:00
Anthony Thibault
93b03a588f
Merge pull request #15445 from amantley/AnimRandomSwitchSquash
AnimRandomSwitch class for random idle implementation
2019-04-26 10:06:37 -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
76164ecee8 corrected the case where you have a random switch state trigger and a random transition trigger in the same random state machine 2019-04-25 13:57:58 -07:00
David Rowe
8e69e0b049 Regularize deprecation notices 2019-04-25 20:55:30 +12:00
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
93b49a86db fixed build error 2019-04-24 15:50:00 -07:00
Angus Antley
45f4cb2018 added animation files and updated ease in function in rig 2019-04-24 14:56:38 -07:00
Angus Antley
5aee2f35f0 updated the ease in function 2019-04-24 08:27:36 -07:00
amantley
7f3101eefb working on the ease in function for the talk idle 2019-04-23 18:13:15 -07:00
Angus Antley
bac5cf9bbb fixed the debug state info updating 2019-04-22 14:35:04 -07:00
Angus Antley
6d9e4188eb added AnimRandomSwitch class and got it integrated with a new avatar-animation.json that includes random idles and random fidgets and random talk 2019-04-22 14:14:17 -07:00
Clement
0f2dbd7b6a Fix mac warnings 2019-04-19 20:14:15 -07:00
amantley
035c8a687d fixed merge conflict 2019-04-17 10:16:39 -07:00
Shannon Romano
f2069a2cd7
Merge pull request #15344 from amantley/bugTwoBoneOverFlow
Fixed out of range error in AnimTwoBoneIK
2019-04-17 09:51:09 -07:00
Anthony J. Thibault
02d5769991 Better head vs camera checks for avatar head cauterization
* cameraInsideHead() check now uses detailed avatar collision when possible.
* head is now more constantly hidden in first person camera mode
* getEyeModelPositions() uses a better estimate when avatar eye joints are missing.
* moved findPointKDopDisplacement from Rig.cpp into AnimUtil.cpp
* added isPlayingOverrideAnimation() method to Rig class
2019-04-09 12:57:03 -07:00
John Conklin II
c902e8392c
Merge pull request #15343 from luiscuenca/fixSimJoints
Fix error extracting SIM joints on Flow
2019-04-05 18:28:05 -07:00
luiscuenca
39b58a44ee Fix error on sim joints for new flow app 2019-04-05 16:38:38 -07:00
Angus Antley
09e2da4c93 fixed out of range error in the two bone IK computation 2019-04-05 16:31:18 -07:00
David Rowe
28dfac64ba Merge branch 'master' into M21460
# Conflicts:
#	libraries/image/src/image/Image.h
2019-04-05 17:50:46 +13:00
Anthony Thibault
65507cfe11
Merge pull request #15180 from luiscuenca/flowCppFixes
Fix Flow touch and scale issues
2019-03-28 11:11:08 -07:00
Anthony Thibault
b0d5a82c80
Merge pull request #15169 from hyperlogic/bug-fix/rig-assert-fix
Rig.cpp: Fix for index out of range assert in debug builds
2019-03-28 11:10:32 -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
animations for the right and left hand, similar to how we have whole
body override animations.
2019-03-26 23:27:54 -07:00
David Rowe
9a1bb27034 AnimationCache, ModelCache, SoundCache, and TextureCache JSDoc 2019-03-26 13:58:43 +13:00
David Rowe
cf4370ed3a Merge branch 'master' into M21222 2019-03-26 09:44:48 +13:00
David Rowe
b78ae80ae6 Address review comments and add further examples 2019-03-26 09:40:47 +13:00
amantley
bc696d6db6 fixed memory leak caused by bone length scale computation 2019-03-14 13:49:13 -07:00
luiscuenca
c14b135f2b Fix flow touch and scale issues 2019-03-13 15:42:04 -07:00
David Rowe
ea84847950 Update AnimStateDictionary JSDoc per feedback 2019-03-13 16:20:38 +13:00
David Rowe
7445d73857 Merge branch 'master' into M21222
# Conflicts:
#	libraries/avatars/src/AvatarData.h
2019-03-13 16:14:14 +13:00
Anthony Thibault
fff0d1a80e Rig.cpp: Fix for index out of range assert in debug builds 2019-03-12 17:43:23 -07:00
Anthony Thibault
c36d752b6b
Merge pull request #15141 from luiscuenca/flowAPIExtra
add getFlowData method to MyAvatar
2019-03-08 17:45:11 -08:00
luiscuenca
80150565f6 Fix bug on group settings 2019-03-08 16:30:28 -07:00
David Rowe
24c7c8be19 Update JSDoc per merge from master 2019-03-09 12:03:59 +13:00
luiscuenca
4858f64810 get the colliding joints 2019-03-08 14:36:47 -07:00
luiscuenca
f363d95ca2 clear group settings on init 2019-03-08 13:02:47 -07:00
luiscuenca
cb6f573b35 Merge branch 'master' into flowAPIExtra 2019-03-08 12:43:02 -07:00
David Rowe
4779a6b156 Merge branch 'master' into M21222 2019-03-09 07:57:53 +13:00
David Rowe
5068075645 Fill in MyAvatar animation JSDoc 2019-03-09 07:42:55 +13:00
luiscuenca
e8da6b5a0c add getFlowData 2019-03-08 10:36:58 -07:00
Thijs Wenker
d985d1bff0 use Rig instead of Avatar for height calculations 2019-03-08 03:36:56 +01:00
Anthony Thibault
dcd1258439
Merge pull request #15119 from hyperlogic/feature/improve-anim-pose-negative-scale
Improve AnimPose support for negative scale
2019-03-07 17:05:46 -08:00
Anthony Thibault
0cf8f3e5c3 Code review feed back remove NEW_VERSION ifdef 2019-03-07 14:11:01 -08:00
amantley
474a97d0fc now update the ikOverlayAlpha every frame 2019-03-06 15:15:30 -08:00
Anthony Thibault
5fcfa265d2 Remove alternate versions of AnimPose(mat4) constructor 2019-03-06 14:02:58 -08:00
Anthony Thibault
0dbc83049b Make AnimPose from mat4 work better for matrices with negative determinants.
Took part of this code from glm::decompose() which references
https://opensource.apple.com/source/WebCore/WebCore-514/platform/graphics/transforms/TransformationMatrix.cpp
2019-03-06 13:28:14 -08:00
amantley
e72cc8b16e put the ik optimized part of the conditional inside a android build define statement 2019-03-06 12:09:53 -08:00
amantley
442da66583 debugging tiny hulk problems 2019-03-05 17:44:36 -08:00
amantley
e955c02e07
Merge pull request #15046 from amantley/bugRootHips
Bug Fix for the Hips not translating correctly when Hips and Root have the same location
2019-03-04 14:05:33 -05:00
amantley
c046b8ffd3 made is so the boneLengthScale is only computed once per animation clip 2019-03-01 15:12:37 -08:00
Sam Gateau
cc9a3e2541
Merge pull request #15052 from amerhifi/quest-demo
case 21485: removing quest-demo specific changes
2019-03-01 15:03:44 -08:00
amantley
a11c4bf4e3 resolved conflict with master in AnimClip.cpp 2019-03-01 13:35:08 -08:00
amantley
54f14b2772 added the case where my avatar has no parent of hips, but the animation does 2019-03-01 12:41:05 -08:00
amantley
217145f4c5 This pr addresses two issues related to avatars that have parents joints
above their hip joints. First on the IK side this prevents parent joints
from being included in the accumulators in AnimInverseKinematics. Second
in AnimClip the boneLengthScale now takes into account translation and
scale on these extra parent joints.
2019-03-01 11:42:03 -08:00
Anthony Thibault
82b2050229 code review feedback 2019-03-01 11:13:56 -08:00
Anthony Thibault
9a2bd87278 Fix for case when animated joints are missing from the target avatar skeleton
By copying the animation rotations over to the target avatar in absolute frame, rather then relative,
we can properly "combine" animated rotations that aren't in the target avatar skeleton.
2019-02-28 18:02:07 -08:00
amerhifi
35dc13e06a
Merge branch 'master' into quest-demo 2019-02-28 14:06:47 -08:00
amer cerkic
faedc61c37 removing quest-demo specific changes 2019-02-28 10:54:30 -08:00
Anthony Thibault
b5f5900633 Replace animation scale with scale from avatar default pose
This allows avatars to have scale on their joints without being clobbered by animations.
Renamed variables for easier maintenance.
Also small optimization when no ikNode is present.
2019-02-27 14:40:08 -08:00
amantley
12dbaa0ea0 changed the condition so that you can turn off ik in hmd mode if you want to for debug purposes 2019-02-25 14:56:17 -08:00
amantley
363c0cc26f moved the update of last ik to outside the if changed statement 2019-02-25 13:03:28 -08:00
amantley
cff0fd470a re-enabled ik off by default on Desktop 2019-02-25 12:23:03 -08:00
amantley
87d98e5b85 These are the squashed commits for the ik optimization for the Quest
Implmented using a new AnimSplineIK node in the anim graph

(cherry picked from commit 4fe03ba238659fee7763991f2499a315482b351f)
2019-02-22 11:21:36 -08:00
Anthony Thibault
8785f733db
Merge pull request #14817 from amantley/animSplineIK
AnimSplineIK node added to inverse kinematics
2019-02-21 17:13:41 -08:00
Anthony Thibault
e54754c4ce
Merge pull request #14926 from luiscuenca/flowCpp
Cpp implementation of the Flow script
2019-02-21 17:10:05 -08:00
luiscuenca
dcbf57ee0b Fix linux warning and HMD breaks flow 2019-02-21 16:41:24 -07:00
amantley
c9db426ce4 Merge remote-tracking branch 'upstream/master' into animSplineIK 2019-02-21 14:36:13 -08:00
amantley
6323f49f26 changed the define variable to HIFI_USE_OPTIMIZED_IK 2019-02-21 14:36:05 -08:00
amantley
0bdc527ce7 turned off pole vector when hand behind back 2019-02-21 13:14:51 -08:00
amantley
afed0b5442 review changes 2019-02-21 11:08:29 -08:00
luiscuenca
ec4d069011 Allow threads with only one joint, remove dummy joints and unused constants 2019-02-21 12:00:19 -07:00
amantley
33fd64c68c direction on compare in positional theta function 2019-02-21 09:00:23 -08:00
amantley
f8a74efdc2 fixed build errors from jenkins 2019-02-20 17:59:45 -08:00
amantley
97da20781e removed whitespace 2019-02-20 15:19:36 -08:00
amantley
27bfe2f0fe changed name of pre processor variable 2019-02-20 15:14:12 -08:00
amantley
95b3fbdc35 removed ulnar coeff, too jumpy 2019-02-20 15:02:12 -08:00
John Conklin II
87556059d3
Merge pull request #13901 from Cristo86/android_handshake
case 20058: Android - Handshake implementation
2019-02-20 13:33:52 -08:00
luiscuenca
bea7680864 Fix shared_ptr not part of std error 2019-02-20 10:57:11 -07:00
luiscuenca
fa44687de6 fix errors and remove debug draw 2019-02-20 09:22:39 -07:00
Angus Antley
7639eac3ad cleaning up theta functions 2019-02-20 07:18:14 -08:00
Angus Antley
1e73422b80 added the wrist and position coeffs back in, 1.0 works 2019-02-20 06:25:44 -08:00
amantley
951380db15 tweaked the constraints, to do: start conditions and possibly using base rotation on shoulder to determine hand offset 2019-02-19 17:53:59 -08:00
luiscuenca
04e57d0dd1 No Rig pointer on Flow class, solve network animations and fixed bug 2019-02-19 17:45:46 -07:00
Angus Antley
f2301e7dac fixed relative wrist correction problem 2019-02-19 07:35:13 -08:00
Angus Antley
748368bfda mid tweak on the wrist and position coeffs 2019-02-17 23:32:52 -08:00
Angus Antley
e1dfd7d288 cleanup white space 2019-02-16 23:40:16 -08:00
Angus Antley
0982c37c5e took out the theta animvar and just use theta converted to pole vector 2019-02-16 14:50:47 -08:00
Angus Antley
70764bc3c4 Merge remote-tracking branch 'upstream/master' into animSplineIK 2019-02-15 19:24:30 -08:00
amantley
d78f253d24 code to generate pole vector from theta 2019-02-15 17:43:53 -08:00
amantley
95530e6ba5 removed the unnecessary animArmIK.h and .cpp 2019-02-15 15:41:23 -08:00
amantley
36093926d0 added fake android defines for running the new ik on pc 2019-02-15 15:00:39 -08:00
amantley
3f9b761e42 updating the android only if defs 2019-02-15 14:05:42 -08:00
luiscuenca
b670f72e84 fix warning on linux 2019-02-15 12:35:17 -07:00
Sam Gondelman
9aa99f24f0
Merge pull request #14905 from SamGondelman/materialMapping
Case 20242: FST materialMapping supports our material JSON format
2019-02-15 11:21:51 -08:00
amantley
7119bc5972 reverted the scale optimization in animspline.cpp 2019-02-15 10:54:02 -08:00
amantley
0fcaa695ba Merge remote-tracking branch 'upstream/master' into animArmIK 2019-02-15 10:35:33 -08:00
amantley
d6dfaacf6f adding ifdef for android os 2019-02-15 10:35:25 -08:00
luiscuenca
98c321c718 Fix warnings 2019-02-15 09:40:49 -07:00
amantley
425413419a fixed merge conflict in avatar.h 2019-02-15 08:26:54 -08:00
Angus Antley
07af2c525e tweaked ulnar radial limit and extend limit 2019-02-15 07:31:28 -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
Angus Antley
f8554d10a8 starting cleanup 2019-02-14 23:45:45 -08:00
amantley
40196dcb40 wrist action works in rig now 2019-02-14 18:17:31 -08:00
amantley
5c26bbec5c moving the theta calculation to rig 2019-02-14 18:06:20 -08:00
luiscuenca
624a53449f Merge branch 'master' into flowCpp
# Solved Conflicts:
#	interface/src/avatar/MyAvatar.cpp
2019-02-14 18:55:43 -07:00
luiscuenca
3e66bce112 set useFlow function 2019-02-14 18:30:37 -07:00
Anthony Thibault
39b4eaac34 Revert "AnimPose operator* optimizations"
This reverts commit 569bef50fd.
2019-02-14 16:13:00 -08:00
Anthony Thibault
f0e163b4df Revert "AnimPose::inverse() optimization"
This reverts commit 5c7e81584c.
2019-02-14 16:10:26 -08:00
Angus Antley
1924018d2c added code to convert theta to a projected pole vector 2019-02-14 07:15:58 -08:00
Angus Antley
aa0c52abd7 fixed wrap around 180 degrees 2019-02-13 18:33:01 -08:00
amantley
fc978f0ee7 fixed twist angle bug. need to fix wrap around 180 to -180 behaviour 2019-02-13 17:31:48 -08:00
amantley
c6da7cc41d everything looks pretty good now but need to move the code to rig and need to get rig of wrap around problem with the twist decomp 2019-02-13 17:12:28 -08:00
SamGondelman
13ece79476 merge with master 2019-02-13 16:30:22 -08:00
Shannon Romano
8a07e2b31a
Merge pull request #14895 from ctrlaltdavid/M21132
Case 21132: Add "Avatar Script" classification to relevant JSDoc APIs
2019-02-13 10:35:00 -08:00
luiscuenca
05d50f32ba time budget 2019-02-13 08:16:22 -07:00
luiscuenca
bebbbc643b add deltaTime to simulation 2019-02-13 06:27:49 -07:00
amantley
9baed717f9 integrated flex, ulnar and twist behaviour to pole vector theta computation 2019-02-12 17:55:12 -08:00
sabrina-shanman
b2e3b87ef4 Add two missing CMake includes 2019-02-12 16:24:13 -08:00
luiscuenca
954cac907d Other avatars after update and mod timer when active 2019-02-12 15:02:56 -07:00
SamGondelman
189ccfde4a clement's comments from PR14858 2019-02-12 09:51:11 -08:00
Angus Antley
7bb353742a more tweaks to get the wrist action right 2019-02-12 07:40:18 -08:00
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