From 055a97fc2d634db805a5730c22ae783a71fe8cef Mon Sep 17 00:00:00 2001 From: barnold1953 Date: Wed, 30 Jul 2014 14:18:38 -0700 Subject: [PATCH] Added facial animation to the procedural bot --- examples/proceduralBot.js | 288 ++++++++++++++++++++++++++++++++++---- 1 file changed, 263 insertions(+), 25 deletions(-) diff --git a/examples/proceduralBot.js b/examples/proceduralBot.js index d8218c8341..f02ca934dc 100644 --- a/examples/proceduralBot.js +++ b/examples/proceduralBot.js @@ -27,10 +27,10 @@ function printVector(string, vector) { print(string + " " + vector.x + ", " + vector.y + ", " + vector.z); } -var CHANCE_OF_MOVING = 0.01; -var CHANCE_OF_SOUND = 0; +var CHANCE_OF_MOVING = 0.00; +var CHANCE_OF_SOUND = 0.005; var CHANCE_OF_HEAD_TURNING = 0.05; -var CHANCE_OF_BIG_MOVE = 0.1; +var CHANCE_OF_BIG_MOVE = 1.0; var isMoving = false; var isTurningHead = false; @@ -45,12 +45,13 @@ var MAX_PELVIS_DELTA = 2.5; var AVATAR_PELVIS_HEIGHT = 0.75; -var MOVE_RANGE_SMALL = 10.0; +var MOVE_RANGE_SMALL = 3.0; +var MOVE_RANGE_BIG = 10.0; var TURN_RANGE = 70.0; var STOP_TOLERANCE = 0.05; var MOVE_RATE = 0.05; var TURN_RATE = 0.2; -var PITCH_RATE = 0.10; +var PITCH_RATE = 0.05; var PITCH_RANGE = 20.0; //var firstPosition = { x: getRandomFloat(X_MIN, X_MAX), y: Y_PELVIS, z: getRandomFloat(Z_MIN, Z_MAX) }; @@ -110,33 +111,254 @@ basePelvisHeight = firstPosition.y; printVector("New dancer, position = ", Avatar.position); function loadSounds() { - var sound_filenames = ["AB1.raw", "Anchorman2.raw", "B1.raw", "B1.raw", "Bale1.raw", "Bandcamp.raw", + var sound_filenames = ["AB1.raw", "Anchorman2.raw", "B1.raw", "B1.raw", "Bale1.raw", "Bandcamp.raw", "Big1.raw", "Big2.raw", "Brian1.raw", "Buster1.raw", "CES1.raw", "CES2.raw", "CES3.raw", "CES4.raw", "Carrie1.raw", "Carrie3.raw", "Charlotte1.raw", "EN1.raw", "EN2.raw", "EN3.raw", "Eugene1.raw", "Francesco1.raw", "Italian1.raw", "Japanese1.raw", "Leigh1.raw", "Lucille1.raw", "Lucille2.raw", "MeanGirls.raw", "Murray2.raw", "Nigel1.raw", "PennyLane.raw", "Pitt1.raw", "Ricardo.raw", "SN.raw", "Sake1.raw", "Samantha1.raw", "Samantha2.raw", "Spicoli1.raw", "Supernatural.raw", "Swearengen1.raw", "TheDude.raw", "Tony.raw", "Triumph1.raw", "Uma1.raw", "Walken1.raw", "Walken2.raw", "Z1.raw", "Z2.raw" - ]; - - var SOUND_BASE_URL = "https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Cocktail+Party+Snippets/Raws/"; - - for (var i = 0; i < sound_filenames.length; i++) { - sounds.push(new Sound(SOUND_BASE_URL + sound_filenames[i])); - } + ]; + + var footstep_filenames = ["FootstepW2Left-12db.wav", "FootstepW2Right-12db.wav", "FootstepW3Left-12db.wav", "FootstepW3Right-12db.wav", + "FootstepW5Left-12db.wav", "FootstepW5Right-12db.wav"]; + + var SOUND_BASE_URL = "https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Cocktail+Party+Snippets/Raws/"; + + var FOOTSTEP_BASE_URL = "http://highfidelity-public.s3-us-west-1.amazonaws.com/sounds/Footsteps/"; + + for (var i = 0; i < sound_filenames.length; i++) { + sounds.push(new Sound(SOUND_BASE_URL + sound_filenames[i])); + } + + for (var i = 0; i < footstep_filenames.length; i++) { + footstepSounds.push(new Sound(FOOTSTEP_BASE_URL + footstep_filenames[i])); + } } var sounds = []; +var footstepSounds = []; loadSounds(); function playRandomSound() { - if (!Agent.isPlayingAvatarSound) { - var whichSound = Math.floor((Math.random() * sounds.length) % sounds.length); - Agent.playAvatarSound(sounds[whichSound]); - } + if (!Agent.isPlayingAvatarSound) { + var whichSound = Math.floor((Math.random() * sounds.length)); + Agent.playAvatarSound(sounds[whichSound]); + } } +function playRandomFootstepSound() { + + var whichSound = Math.floor((Math.random() * footstepSounds.length)); + var options = new AudioInjectionOptions(); + options.position = Avatar.position; + options.volume = 1.0; + Audio.playSound(footstepSounds[whichSound], options); + +} + +// ************************************ Facial Animation ********************************** +var allBlendShapes = []; +var targetBlendCoefficient = []; +var currentBlendCoefficient = []; + +//Blendshape constructor +function addBlendshapeToPose(pose, shapeIndex, val) { + var index = pose.blendShapes.length; + pose.blendShapes[index] = {shapeIndex: shapeIndex, val: val }; +} +//The mood of the avatar, determines face. 0 = happy, 1 = angry, 2 = sad. +var avatarMood = 0; +var currentExpression = -1; +//Face pose constructor +var happyPoses = []; + +happyPoses[0] = {blendShapes: []}; +addBlendshapeToPose(happyPoses[0], 28, 0.7); //MouthSmile_L +addBlendshapeToPose(happyPoses[0], 29, 0.7); //MouthSmile_R + +happyPoses[1] = {blendShapes: []}; +addBlendshapeToPose(happyPoses[1], 28, 1.0); //MouthSmile_L +addBlendshapeToPose(happyPoses[1], 29, 1.0); //MouthSmile_R +addBlendshapeToPose(happyPoses[1], 21, 0.2); //JawOpen + +happyPoses[2] = {blendShapes: []}; +addBlendshapeToPose(happyPoses[2], 28, 1.0); //MouthSmile_L +addBlendshapeToPose(happyPoses[2], 29, 1.0); //MouthSmile_R +addBlendshapeToPose(happyPoses[2], 21, 0.5); //JawOpen +addBlendshapeToPose(happyPoses[2], 46, 1.0); //CheekSquint_L +addBlendshapeToPose(happyPoses[2], 47, 1.0); //CheekSquint_R +addBlendshapeToPose(happyPoses[2], 17, 1.0); //BrowsU_L +addBlendshapeToPose(happyPoses[2], 18, 1.0); //BrowsU_R + +var angryPoses = []; + +angryPoses[0] = {blendShapes: []}; +addBlendshapeToPose(angryPoses[0], 26, 0.6); //MouthFrown_L +addBlendshapeToPose(angryPoses[0], 27, 0.6); //MouthFrown_R +addBlendshapeToPose(angryPoses[0], 14, 0.6); //BrowsD_L +addBlendshapeToPose(angryPoses[0], 15, 0.6); //BrowsD_R + +angryPoses[1] = {blendShapes: []}; +addBlendshapeToPose(angryPoses[1], 26, 0.9); //MouthFrown_L +addBlendshapeToPose(angryPoses[1], 27, 0.9); //MouthFrown_R +addBlendshapeToPose(angryPoses[1], 14, 0.9); //BrowsD_L +addBlendshapeToPose(angryPoses[1], 15, 0.9); //BrowsD_R + +angryPoses[2] = {blendShapes: []}; +addBlendshapeToPose(angryPoses[2], 26, 1.0); //MouthFrown_L +addBlendshapeToPose(angryPoses[2], 27, 1.0); //MouthFrown_R +addBlendshapeToPose(angryPoses[2], 14, 1.0); //BrowsD_L +addBlendshapeToPose(angryPoses[2], 15, 1.0); //BrowsD_R +addBlendshapeToPose(angryPoses[2], 21, 0.5); //JawOpen +addBlendshapeToPose(angryPoses[2], 46, 1.0); //CheekSquint_L +addBlendshapeToPose(angryPoses[2], 47, 1.0); //CheekSquint_R + +var sadPoses = []; + +sadPoses[0] = {blendShapes: []}; +addBlendshapeToPose(sadPoses[0], 26, 0.6); //MouthFrown_L +addBlendshapeToPose(sadPoses[0], 27, 0.6); //MouthFrown_R +addBlendshapeToPose(sadPoses[0], 16, 0.2); //BrowsU_C +addBlendshapeToPose(sadPoses[0], 2, 0.6); //EyeSquint_L +addBlendshapeToPose(sadPoses[0], 3, 0.6); //EyeSquint_R + +sadPoses[1] = {blendShapes: []}; +addBlendshapeToPose(sadPoses[1], 26, 0.9); //MouthFrown_L +addBlendshapeToPose(sadPoses[1], 27, 0.9); //MouthFrown_R +addBlendshapeToPose(sadPoses[1], 16, 0.6); //BrowsU_C +addBlendshapeToPose(sadPoses[1], 2, 0.9); //EyeSquint_L +addBlendshapeToPose(sadPoses[1], 3, 0.9); //EyeSquint_R + +sadPoses[2] = {blendShapes: []}; +addBlendshapeToPose(sadPoses[2], 26, 1.0); //MouthFrown_L +addBlendshapeToPose(sadPoses[2], 27, 1.0); //MouthFrown_R +addBlendshapeToPose(sadPoses[2], 16, 0.1); //BrowsU_C +addBlendshapeToPose(sadPoses[2], 2, 1.0); //EyeSquint_L +addBlendshapeToPose(sadPoses[2], 3, 1.0); //EyeSquint_R +addBlendshapeToPose(sadPoses[2], 21, 0.3); //JawOpen + +var facePoses = []; +facePoses[0] = happyPoses; +facePoses[1] = angryPoses; +facePoses[2] = sadPoses; + + +function addBlendShape(s) { + allBlendShapes[allBlendShapes.length] = s; +} + +//It is imperative that the following blendshapes are all present and are in the correct order +addBlendShape("EyeBlink_L"); //0 +addBlendShape("EyeBlink_R"); //1 +addBlendShape("EyeSquint_L"); //2 +addBlendShape("EyeSquint_R"); //3 +addBlendShape("EyeDown_L"); //4 +addBlendShape("EyeDown_R"); //5 +addBlendShape("EyeIn_L"); //6 +addBlendShape("EyeIn_R"); //7 +addBlendShape("EyeOpen_L"); //8 +addBlendShape("EyeOpen_R"); //9 +addBlendShape("EyeOut_L"); //10 +addBlendShape("EyeOut_R"); //11 +addBlendShape("EyeUp_L"); //12 +addBlendShape("EyeUp_R"); //13 +addBlendShape("BrowsD_L"); //14 +addBlendShape("BrowsD_R"); //15 +addBlendShape("BrowsU_C"); //16 +addBlendShape("BrowsU_L"); //17 +addBlendShape("BrowsU_R"); //18 +addBlendShape("JawFwd"); //19 +addBlendShape("JawLeft"); //20 +addBlendShape("JawOpen"); //21 +addBlendShape("JawChew"); //22 +addBlendShape("JawRight"); //23 +addBlendShape("MouthLeft"); //24 +addBlendShape("MouthRight"); //25 +addBlendShape("MouthFrown_L"); //26 +addBlendShape("MouthFrown_R"); //27 +addBlendShape("MouthSmile_L"); //28 +addBlendShape("MouthSmile_R"); //29 +addBlendShape("MouthDimple_L"); //30 +addBlendShape("MouthDimple_R"); //31 +addBlendShape("LipsStretch_L"); //32 +addBlendShape("LipsStretch_R"); //33 +addBlendShape("LipsUpperClose"); //34 +addBlendShape("LipsLowerClose"); //35 +addBlendShape("LipsUpperUp"); //36 +addBlendShape("LipsLowerDown"); //37 +addBlendShape("LipsUpperOpen"); //38 +addBlendShape("LipsLowerOpen"); //39 +addBlendShape("LipsFunnel"); //40 +addBlendShape("LipsPucker"); //41 +addBlendShape("ChinLowerRaise"); //42 +addBlendShape("ChinUpperRaise"); //43 +addBlendShape("Sneer"); //44 +addBlendShape("Puff"); //45 +addBlendShape("CheekSquint_L"); //46 +addBlendShape("CheekSquint_R"); //47 + +for (var i = 0; i < allBlendShapes.length; i++) { + targetBlendCoefficient[i] = 0; + currentBlendCoefficient[i] = 0; +} + +function setRandomExpression() { + + //Clear all expression data for current expression + if (currentExpression != -1) { + var expression = facePoses[avatarMood][currentExpression]; + for (var i = 0; i < expression.blendShapes.length; i++) { + targetBlendCoefficient[expression.blendShapes[i].shapeIndex] = 0.0; + } + } + //Get a new current expression + currentExpression = Math.floor(Math.random() * facePoses[avatarMood].length); + var expression = facePoses[avatarMood][currentExpression]; + for (var i = 0; i < expression.blendShapes.length; i++) { + targetBlendCoefficient[expression.blendShapes[i].shapeIndex] = expression.blendShapes[i].val; + } +} + +var expressionChangeSpeed = 0.1; +function updateBlendShapes(deltaTime) { + + for (var i = 0; i < allBlendShapes.length; i++) { + currentBlendCoefficient[i] += (targetBlendCoefficient[i] - currentBlendCoefficient[i]) * expressionChangeSpeed; + Avatar.setBlendshape(allBlendShapes[i], currentBlendCoefficient[i]); + } +} + +var BLINK_SPEED = 0.15; +var CHANCE_TO_BLINK = 0.0025; +var MAX_BLINK = 0.85; +var blink = 0.0; +var isBlinking = false; +function updateBlinking(deltaTime) { + if (isBlinking == false) { + if (Math.random() < CHANCE_TO_BLINK) { + isBlinking = true; + } else { + blink -= BLINK_SPEED; + if (blink < 0.0) blink = 0.0; + } + } else { + blink += BLINK_SPEED; + if (blink > MAX_BLINK) { + blink = MAX_BLINK; + isBlinking = false; + } + } + + currentBlendCoefficient[0] = blink; + currentBlendCoefficient[1] = blink; + targetBlendCoefficient[0] = blink; + targetBlendCoefficient[1] = blink; +} + +// ************************************************************************************* + //Procedural walk animation using two keyframes //We use a separate array for front and back joints //Pitch, yaw, and roll for the joints @@ -248,24 +470,33 @@ var avatarMaxVelocity = 1.4; function handleAnimation(deltaTime) { + updateBlinking(deltaTime); + updateBlendShapes(deltaTime); + + if (Math.random() < 0.01) { + setRandomExpression(); + } + if (avatarVelocity == 0.0) { walkTime = 0.0; currentFrame = 0; } else { - walkTime += avatarVelocity * deltaTime; - if (walkTime > walkWheelRate) { - walkTime = 0.0; - currentFrame++; - if (currentFrame > 3) { + walkTime += avatarVelocity * deltaTime; + if (walkTime > walkWheelRate) { + walkTime = 0.0; + currentFrame++; + if (currentFrame % 2 == 1) { + playRandomFootstepSound(); + } + if (currentFrame > 3) { currentFrame = 0; } } } - var frame = walkKeyFrames[currentFrame]; var walkInterp = walkTime / walkWheelRate; - var animInterp = avatarVelocity / (avatarMaxVelocity / 2.0); + var animInterp = avatarVelocity / (avatarMaxVelocity / 1.3); if (animInterp > 1.0) animInterp = 1.0; for (var i = 0; i < JOINT_ORDER.length; i++) { @@ -325,13 +556,20 @@ function handleWalking(deltaTime) { if (forcedMove || (!isMoving && Math.random() < CHANCE_OF_MOVING)) { // Set new target location + var moveRange; + if (Math.random() < CHANCE_OF_BIG_MOVE) { + moveRange = MOVE_RANGE_BIG; + } else { + moveRange = MOVE_RANGE_SMALL; + } + //Keep trying new orientations if the desired target location is out of bounds var attempts = 0; do { targetOrientation = Quat.multiply(Avatar.orientation, Quat.angleAxis(getRandomFloat(-TURN_RANGE, TURN_RANGE), { x:0, y:1, z:0 })); var front = Quat.getFront(targetOrientation); - targetPosition = Vec3.sum(Avatar.position, Vec3.multiply(front, getRandomFloat(0.0, MOVE_RANGE_SMALL))); + targetPosition = Vec3.sum(Avatar.position, Vec3.multiply(front, getRandomFloat(0.0, moveRange))); } while ((targetPosition.x < X_MIN || targetPosition.x > X_MAX || targetPosition.z < Z_MIN || targetPosition.z > Z_MAX) && attempts < MAX_ATTEMPTS);