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Merge pull request #12683 from hyperlogic/bug-fix/reduce-elbow-flapping
Reduce avatar elbow fluttering by disabling pole vectors
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commit
dc9c9fd0ee
1 changed files with 12 additions and 8 deletions
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@ -1246,6 +1246,7 @@ void Rig::updateHands(bool leftHandEnabled, bool rightHandEnabled, bool hipsEnab
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const FBXJointShapeInfo& hipsShapeInfo, const FBXJointShapeInfo& spineShapeInfo,
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const FBXJointShapeInfo& spine1ShapeInfo, const FBXJointShapeInfo& spine2ShapeInfo) {
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const bool ENABLE_POLE_VECTORS = false;
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const float ELBOW_POLE_VECTOR_BLEND_FACTOR = 0.95f;
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int hipsIndex = indexOfJoint("Hips");
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@ -1268,7 +1269,7 @@ void Rig::updateHands(bool leftHandEnabled, bool rightHandEnabled, bool hipsEnab
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int handJointIndex = _animSkeleton->nameToJointIndex("LeftHand");
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int armJointIndex = _animSkeleton->nameToJointIndex("LeftArm");
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int elbowJointIndex = _animSkeleton->nameToJointIndex("LeftForeArm");
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if (!leftArmEnabled && handJointIndex >= 0 && armJointIndex >= 0 && elbowJointIndex >= 0) {
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if (ENABLE_POLE_VECTORS && !leftArmEnabled && handJointIndex >= 0 && armJointIndex >= 0 && elbowJointIndex >= 0) {
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glm::vec3 poleVector = calculateElbowPoleVector(handJointIndex, elbowJointIndex, armJointIndex, hipsIndex, true);
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// smooth toward desired pole vector from previous pole vector... to reduce jitter
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@ -1315,7 +1316,7 @@ void Rig::updateHands(bool leftHandEnabled, bool rightHandEnabled, bool hipsEnab
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int handJointIndex = _animSkeleton->nameToJointIndex("RightHand");
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int armJointIndex = _animSkeleton->nameToJointIndex("RightArm");
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int elbowJointIndex = _animSkeleton->nameToJointIndex("RightForeArm");
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if (!rightArmEnabled && handJointIndex >= 0 && armJointIndex >= 0 && elbowJointIndex >= 0) {
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if (ENABLE_POLE_VECTORS && !rightArmEnabled && handJointIndex >= 0 && armJointIndex >= 0 && elbowJointIndex >= 0) {
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glm::vec3 poleVector = calculateElbowPoleVector(handJointIndex, elbowJointIndex, armJointIndex, hipsIndex, false);
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// smooth toward desired pole vector from previous pole vector... to reduce jitter
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@ -1555,18 +1556,21 @@ void Rig::updateFromControllerParameters(const ControllerParameters& params, flo
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updateFeet(leftFootEnabled, rightFootEnabled,
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params.primaryControllerPoses[PrimaryControllerType_LeftFoot], params.primaryControllerPoses[PrimaryControllerType_RightFoot]);
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if (headEnabled) {
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// Blend IK chains toward the joint limit centers, this should stablize head and hand ik.
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_animVars.set("solutionSource", (int)AnimInverseKinematics::SolutionSource::RelaxToLimitCenterPoses);
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} else {
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// Blend IK chains toward the UnderPoses, so some of the animaton motion is present in the IK solution.
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_animVars.set("solutionSource", (int)AnimInverseKinematics::SolutionSource::RelaxToUnderPoses);
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}
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// if the hips or the feet are being controlled.
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if (hipsEnabled || rightFootEnabled || leftFootEnabled) {
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// for more predictable IK solve from the center of the joint limits, not from the underpose
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_animVars.set("solutionSource", (int)AnimInverseKinematics::SolutionSource::RelaxToLimitCenterPoses);
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// replace the feet animation with the default pose, this is to prevent unexpected toe wiggling.
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_animVars.set("defaultPoseOverlayAlpha", 1.0f);
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_animVars.set("defaultPoseOverlayBoneSet", (int)AnimOverlay::BothFeetBoneSet);
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} else {
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// augment the IK with the underPose.
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_animVars.set("solutionSource", (int)AnimInverseKinematics::SolutionSource::RelaxToUnderPoses);
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// feet should follow source animation
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_animVars.unset("defaultPoseOverlayAlpha");
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_animVars.unset("defaultPoseOverlayBoneSet");
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