amantley
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40196dcb40
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wrist action works in rig now
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2019-02-14 18:17:31 -08:00 |
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amantley
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5c26bbec5c
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moving the theta calculation to rig
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2019-02-14 18:06:20 -08:00 |
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Angus Antley
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1924018d2c
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added code to convert theta to a projected pole vector
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2019-02-14 07:15:58 -08:00 |
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Angus Antley
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aa0c52abd7
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fixed wrap around 180 degrees
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2019-02-13 18:33:01 -08:00 |
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amantley
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fc978f0ee7
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fixed twist angle bug. need to fix wrap around 180 to -180 behaviour
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2019-02-13 17:31:48 -08:00 |
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amantley
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c6da7cc41d
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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
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2019-02-13 17:12:28 -08:00 |
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amantley
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9baed717f9
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integrated flex, ulnar and twist behaviour to pole vector theta computation
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2019-02-12 17:55:12 -08:00 |
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Angus Antley
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7bb353742a
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more tweaks to get the wrist action right
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2019-02-12 07:40:18 -08:00 |
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amantley
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bb29e382f0
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tweaking the hand pose correction on the pole vector
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2019-02-11 18:05:29 -08:00 |
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Angus Antley
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f125e90449
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worked on the swing twist decomp to get the angles of the wrist for elbow adjustments
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2019-02-11 07:41:41 -08:00 |
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amantley
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822ec1c529
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working on the wrist tweak, dampened the spine twist
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2019-02-08 17:53:23 -08:00 |
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amantley
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9eceb1d0bd
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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.
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2019-02-07 17:46:18 -08:00 |
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amantley
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4d9d597b4f
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tweaked the weights for the arms and negated the theta for the left arm
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2019-02-07 11:14:33 -08:00 |
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amantley
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e2c9058f0a
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first try at the new elbow code
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2019-02-06 18:29:33 -08:00 |
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amantley
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9ad20b8129
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adding the animcontext to the commit
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2019-02-05 17:22:00 -08:00 |
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amantley
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07a4f49c58
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adding the armik nodes into the json
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2019-02-05 17:21:39 -08:00 |
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amantley
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3e553f015c
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added the arm ik files to the repo, this is for the shoulder and elbow extensions
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2019-02-05 15:54:37 -08:00 |
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amantley
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af38a40b85
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Merge remote-tracking branch 'origin/animSplineIK' into animSplineIK
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2019-02-05 09:43:11 -08:00 |
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amantley
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031dd5639b
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fixed pole vector over writing with the old json
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2019-02-04 14:46:52 -08:00 |
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amantley
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78d6e42fc8
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made the ik enable/disable work for the old animIK node json
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2019-02-04 13:42:19 -08:00 |
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amantley
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a04e6d55ff
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enabled/disable ik now works for the new animspline json
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2019-02-04 13:31:36 -08:00 |
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Angus Antley
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a2ef7edf10
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cleaned up some warnings
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2019-01-31 20:43:13 -08:00 |
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Angus Antley
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dd99f93d1a
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fixed missplaced static const
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2019-01-31 19:52:17 -08:00 |
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amantley
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25c5a2f41a
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fixed mac/linux build error
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2019-01-31 17:23:56 -08:00 |
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amantley
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61b019d176
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added new constructor for cubichermitespline that takes quat and vec3. this means we don't need computeSplineFromTipAndBase to be declared in multiple files
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2019-01-31 14:13:51 -08:00 |
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amantley
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ffd374e7d4
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whitespace
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2019-01-31 10:05:08 -08:00 |
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amantley
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d547d5b854
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changed the json reader to take an array not a string for the flex targets
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2019-01-30 18:16:02 -08:00 |
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amantley
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d174fb1b5c
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removed print statements
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2019-01-30 16:59:12 -08:00 |
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amantley
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5054b54626
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removed armIK.cpp and armIK.h, they are for the next changes
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2019-01-30 16:20:50 -08:00 |
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Angus Antley
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e36877a861
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added the interp for the possibility of extra flex coeffs
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2019-01-29 22:02:32 -08:00 |
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amantley
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fb0ad7768c
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removed clear map
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2019-01-29 17:31:20 -08:00 |
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amantley
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e2a729b68b
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got the spline working in myskeleton model, need to clean up
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2019-01-29 17:25:25 -08:00 |
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Angus Antley
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3994311583
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starting the move of the initial head base spline to myskeletonmodel
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2019-01-29 08:54:35 -08:00 |
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amantley
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1919cc3b1a
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disable mid joint when not valid. more work on this tomorrow
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2019-01-28 17:49:46 -08:00 |
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amantley
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dffd41ecb0
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chain ik debug draw works for spline now
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2019-01-28 16:58:28 -08:00 |
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amantley
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f17cfbcbb1
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more cleaning, need to fix debug draw ik chain
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2019-01-28 15:25:12 -08:00 |
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amantley
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ffd3a24bf2
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further cleaning, broke the arms
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2019-01-28 13:53:30 -08:00 |
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amantley
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f8bfef6dbd
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cleaning up the _hipsIndex references, cleaning in general
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2019-01-28 11:50:23 -08:00 |
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Angus Antley
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2679a3a30d
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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
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2019-01-27 16:30:13 -08:00 |
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amantley
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f2a7f37950
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got rid of the lag in the spline code by setting the flex coeffs to 1.0
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2019-01-25 17:11:07 -08:00 |
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amantley
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bcbd9323c0
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Merge remote-tracking branch 'upstream/master' into animSplineIK
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2019-01-25 14:42:24 -08:00 |
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amantley
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446d7b9514
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added the flex coeff for the primary and secondary spline targets to the json
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2019-01-25 14:41:18 -08:00 |
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amantley
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992820cd67
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removed unnecessary hand update function for two bone IK
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2019-01-25 11:34:18 -08:00 |
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amantley
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71df614989
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put all the hand update code in one function that works for two bone IK
and legacy animInverseKinematics Ik
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2019-01-25 11:28:51 -08:00 |
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Shannon Romano
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fd04996853
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Merge pull request #14755 from hyperlogic/bug-fix/joint-mesh-name-collisions
Bug fix for avatars that have mesh/joint name duplicates
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2019-01-25 09:59:44 -08:00 |
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amantley
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bc635306ea
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added interp from enabled to disabled and vice versa
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2019-01-24 22:28:40 -08:00 |
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amantley
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2574e82184
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cleaned up print statements
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2019-01-24 19:47:27 -08:00 |
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amantley
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e7941f78d6
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adding the shoulder rotation back in
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2019-01-24 17:17:39 -08:00 |
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amantley
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37f92d2319
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added code to read tip and base var info from the json
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2019-01-24 17:02:30 -08:00 |
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amantley
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cdd03646c2
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latest spline code with ik node removed started cleanup
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2019-01-23 17:22:13 -08:00 |
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