diff --git a/interface/src/avatar/MySkeletonModel.cpp b/interface/src/avatar/MySkeletonModel.cpp index 9d5693da33..0229eeee76 100755 --- a/interface/src/avatar/MySkeletonModel.cpp +++ b/interface/src/avatar/MySkeletonModel.cpp @@ -313,8 +313,8 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) { if (spine2Joint >= 0) { params.spine2ShapeInfo = hfmModel.joints[spine2Joint].shapeInfo; } - - params.isTalking = head->getTimeWithoutTalking() <= 1.5f; + const float TALKING_TIME_THRESHOLD = 0.75f; + params.isTalking = head->getTimeWithoutTalking() <= TALKING_TIME_THRESHOLD; myAvatar->updateRigControllerParameters(params); diff --git a/libraries/animation/src/Rig.cpp b/libraries/animation/src/Rig.cpp index ceb18041f1..561995cce4 100644 --- a/libraries/animation/src/Rig.cpp +++ b/libraries/animation/src/Rig.cpp @@ -2117,7 +2117,7 @@ void Rig::updateFromControllerParameters(const ControllerParameters& params, flo _previousIsTalking = params.isTalking; const float TOTAL_EASE_IN_TIME = 0.75f; - const float TOTAL_EASE_OUT_TIME = 1.5f; + const float TOTAL_EASE_OUT_TIME = 0.75f; if (params.isTalking) { if (_talkIdleInterpTime < 1.0f) { _talkIdleInterpTime += dt / TOTAL_EASE_IN_TIME; diff --git a/libraries/avatars-renderer/src/avatars-renderer/Head.cpp b/libraries/avatars-renderer/src/avatars-renderer/Head.cpp index 2e8bedbb36..a551793ab0 100644 --- a/libraries/avatars-renderer/src/avatars-renderer/Head.cpp +++ b/libraries/avatars-renderer/src/avatars-renderer/Head.cpp @@ -49,7 +49,7 @@ void Head::simulate(float deltaTime) { // Update audio trailing average for rendering facial animations const float AUDIO_AVERAGING_SECS = 0.05f; - const float AUDIO_LONG_TERM_AVERAGING_SECS = 30.0f; + const float AUDIO_LONG_TERM_AVERAGING_SECS = 15.0f; _averageLoudness = glm::mix(_averageLoudness, audioLoudness, glm::min(deltaTime / AUDIO_AVERAGING_SECS, 1.0f)); if (_longTermAverageLoudness == -1.0f) { @@ -84,7 +84,7 @@ void Head::simulate(float deltaTime) { if (getHasProceduralBlinkFaceMovement()) { // Detect transition from talking to not; force blink after that and a delay bool forceBlink = false; - const float TALKING_LOUDNESS = 100.0f; + const float TALKING_LOUDNESS = 150.0f; const float BLINK_AFTER_TALKING = 0.25f; _timeWithoutTalking += deltaTime; if ((_averageLoudness - _longTermAverageLoudness) > TALKING_LOUDNESS) { @@ -176,7 +176,7 @@ void Head::simulate(float deltaTime) { } void Head::calculateMouthShapes(float deltaTime) { - const float JAW_OPEN_SCALE = 0.015f; + const float JAW_OPEN_SCALE = 0.35f; const float JAW_OPEN_RATE = 0.9f; const float JAW_CLOSE_RATE = 0.90f; const float TIMESTEP_CONSTANT = 0.0032f; @@ -188,11 +188,13 @@ void Head::calculateMouthShapes(float deltaTime) { const float FUNNEL_SPEED = 2.335f; const float STOP_GAIN = 5.0f; const float NORMAL_HZ = 60.0f; // the update rate the constant values were tuned for + const float MAX_DELTA_LOUDNESS = 100.0f; float deltaTimeRatio = deltaTime / (1.0f / NORMAL_HZ); // From the change in loudness, decide how much to open or close the jaw - float audioDelta = sqrtf(glm::max(_averageLoudness - _longTermAverageLoudness, 0.0f)) * JAW_OPEN_SCALE; + float deltaLoudness = glm::max(glm::min(_averageLoudness - _longTermAverageLoudness, MAX_DELTA_LOUDNESS), 0.0f) / MAX_DELTA_LOUDNESS; + float audioDelta = powf(deltaLoudness, 2.0f) * JAW_OPEN_SCALE; if (audioDelta > _audioJawOpen) { _audioJawOpen += (audioDelta - _audioJawOpen) * JAW_OPEN_RATE * deltaTimeRatio; } else {