Anthony J. Thibault
471400e595
Fix for jerky behavior when positionDelta is zero.
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This can occur with vsync disabled. Possibly due to two avatar updates occurring
within a single physics time-step.
2015-09-02 19:59:05 -07:00
Anthony J. Thibault
de31b92fd5
Merge branch 'master' into ajt/new-anim-system
2015-09-02 17:53:56 -07:00
Anthony J. Thibault
46b3a7fd23
Improved default avatar.json state machine.
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Now triggers 7 states.
Idle, WalkFwd, WalkBwd, StrafeLeft, StrafeRight, TurnLeft & TurnRight.
As well as variable speed walking to match current velocity.
2015-09-02 17:28:06 -07:00
Howard Stearns
389e752b6e
Merge pull request #5695 from AndrewMeadows/dysprosium
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avoid bad joints when computing avatar bounding capsule
2015-09-02 15:58:42 -07:00
Anthony J. Thibault
fea030b9a0
Compile and warning fixes for MacOSX.
2015-09-02 12:18:17 -07:00
Seth Alves
3e11852845
Merge pull request #5685 from howard-stearns/standing-hmd-animations
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Standing hmd animations
2015-09-02 10:57:45 -07:00
Anthony J. Thibault
d151474446
Merge branch 'master' into ajt/new-anim-system
2015-09-02 10:00:36 -07:00
Anthony J. Thibault
7b4cb8655c
First pass integration of new anim system into rig.
2015-09-01 17:57:01 -07:00
Andrew Meadows
4a7a384c65
avoid bad joints when computing bounding capsule
2015-09-01 14:12:14 -07:00
Andrew Meadows
7410baedf0
merge highfidelity/master into andrew/copernicium
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Conflicts:
interface/src/avatar/SkeletonModel.cpp
libraries/animation/src/Rig.cpp
libraries/animation/src/Rig.h
2015-09-01 11:08:01 -07:00
Andrew Meadows
47c18fa18a
reduced gravity effect in IK
2015-09-01 09:51:14 -07:00
Andrew Meadows
0e5b357362
revert unintended change to "gravity" term in IK
2015-09-01 09:51:14 -07:00
Andrew Meadows
bdcc68ce36
fix bug: allow IK to iterate more than once
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also changed name of parentTransform to be rootTransform
for more correctness
2015-09-01 09:51:14 -07:00
Andrew Meadows
bb63267e30
fix hand IK rotations or all models
2015-09-01 09:45:14 -07:00
Howard Stearns
2dbfa5ce9f
Be more uniform in deciding animation movement, and incorporate HMD standing mode (which sets position, but not velocity).
2015-08-31 11:10:05 -07:00
Andrew Meadows
d3f06af892
remove PhysicsEntity class
2015-08-27 18:22:12 -07:00
Howard Stearns
96c74ebbd5
Enable Rig Animations is now a developer menu item (rather than requiring javascript to set). Also turning it off resets you to bind pose and deliberately throws away old animations.
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Default animations are the new ones for our standard T-pose. (Had been for the double-A pose fightbot.)
Rig state machine now does "backup", and doesn't apply strafe while turning.
2015-08-27 12:25:40 -07:00
Howard Stearns
d28c555a79
Synchronize eye joint and debugging vectors when the other avatar is looking at me.
2015-08-14 16:47:34 -07:00
Howard Stearns
964d04d24f
Restore correct space for eye joint rotations.
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Also, do not correct for camera position on my avatar. (That will be done by zero or one receivers.)
2015-08-10 12:34:01 -07:00
Seth Alves
b1e69537f3
Merge pull request #5524 from howard-stearns/cleanup-jointstate
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Clean Up JointState
2015-08-07 13:50:02 -07:00
Howard Stearns
145b730f80
Clean up instantiation.
2015-08-07 12:27:26 -07:00
Howard Stearns
a840a17106
Change name originalRotation defaultRotation.
2015-08-06 19:45:58 -07:00
Howard Stearns
42cc34cd64
JointState has our own copy of any ivars we want from FBXJoint, instead of keeping a reference to the fbx.
2015-08-06 16:54:09 -07:00
Howard Stearns
02f57286e4
Don't let individual startAnimation get messed up by blend/fade.
2015-08-06 11:30:18 -07:00
Howard Stearns
bb974edf7f
Add assert on mix range.
2015-08-05 11:09:04 -07:00
Howard Stearns
f51b5be167
Simplify fade normalization, eliminating a loop.
2015-08-05 11:00:40 -07:00
Howard Stearns
2f2b59b6b6
Merge branch 'master' of https://github.com/highfidelity/hifi into smooth-faded-animations
2015-08-05 10:05:05 -07:00
Howard Stearns
a1f86cc7b8
Make MSVC happy.
2015-08-04 19:49:12 -07:00
Howard Stearns
731bcba956
Merge branch 'master' of https://github.com/highfidelity/hifi into smooth-faded-animations
2015-08-04 17:27:23 -07:00
Howard Stearns
61198a658c
Smooth fading of animations in and out.
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Also, turn on the secret rig animations from Javascript with MyAvatar.setEnableRigAnimations(true). (persists)
2015-08-04 17:04:15 -07:00
Seth Alves
9171033f21
Merge branch 'master' of github.com:highfidelity/hifi into rig
2015-08-04 16:06:38 -07:00
Eric Levin
f506e58687
Merge pull request #5490 from howard-stearns/restart-animations-at-specified-parameters
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restart animations at specified parameters
2015-08-04 15:09:11 -07:00
Howard Stearns
61afc362e7
For startAnimation (but not startAnimationByRole), use the specified parameters even if the animation
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was already playing. This fixes the behavior exercised by the squeezeHands.js script.
Fixes https://app.asana.com/0/32622044445063/44025709513292
2015-08-03 17:00:39 -07:00
Howard Stearns
2e5142e9bb
Fix end of idle.
2015-08-03 16:09:48 -07:00
Howard Stearns
cdb697760f
Remove some debug.
2015-08-03 15:51:07 -07:00
Howard Stearns
4c1d1a65d5
Provide initial fight club animations and use them in rig.
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Still only active when you do Settings.setValue('enableRig', true) and restart.
(Will be more exposed after fadein/fadeout is implemented.)
2015-08-03 15:41:15 -07:00
Seth Alves
c80516a051
Merge branch 'rig' of github.com:howard-stearns/hifi into rig
2015-07-30 18:39:09 -07:00
Seth Alves
c1f777e18f
move setHandPosition from SkeletonModel to AvatarRig. Tell Rig::initJointStates joint-indexes for hands and elbows and shoulders
2015-07-30 18:39:01 -07:00
Howard Stearns
78a900c866
Prototype blend. Just equal weighting for now.
2015-07-30 17:01:48 -07:00
Anthony J. Thibault
4bb415fd0d
Fix for torso twist.
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Off by one error, 0 is a valid parent bone index.
2015-07-30 09:31:23 -07:00
Anthony J. Thibault
c2934bdb5d
Fix avatar head, eye and torso twist.
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* Updated SkeletionModel::updateRig to explicitly pass a set of HeadParameters
to the rig to do procedural animation.
* Moved torso lean procedural animation from SkeletonModel into Rig.
* Moved eye tracking procedural animation from HeadModel into Rig.
* Moved neck procedural animation from HeadModel into Rig.
2015-07-29 17:35:29 -07:00
Howard Stearns
a9f76324b5
Merge branch 'rig' of https://github.com/sethalves/hifi into sethalves-rig2
2015-07-29 10:49:27 -07:00
Anthony J. Thibault
b06485c266
Remove cauterize code from Rig and move it back into Model.
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* cauterize code is used as at render time and is not dependent on
the jointStates.
* MyAvatar now initialize the bone set used for cauterization and
makes the decision to perform cauterization or not in preRender.
2015-07-28 17:45:33 -07:00
Howard Stearns
4754615159
Fix NPC animations.
2015-07-28 12:34:10 -07:00
Seth Alves
6e5aca6da4
merge from upstream
2015-07-27 16:52:36 -07:00
Howard Stearns
146ddd2240
Cleanup false starts.
2015-07-27 13:42:18 -07:00
Howard Stearns
990f0d6d07
Pass correct position/velocity/orientation to Rig simulation.
2015-07-27 12:57:39 -07:00
Seth Alves
a3c6a4b9bc
merge from upstream
2015-07-27 09:29:18 -07:00
Howard Stearns
dac6667ee6
Start of state.
2015-07-27 09:21:24 -07:00
Howard Stearns
8b5f24e4df
Keep list of animations in Rig, not MyAvatar.
2015-07-24 22:02:39 -07:00
Howard Stearns
4e298d815d
Add the joint mapping necessary for playing animations in the rig.
2015-07-24 14:07:32 -07:00
Seth Alves
d5400e2b9d
Merge branch 'rig' of github.com:howard-stearns/hifi into rig
2015-07-23 15:14:23 -07:00
Seth Alves
33c97a1833
get rid of _firstPersonSkeletonModel in MyAvatar. add flag in Rig for joints being dirty so Model knows when to recompute meshes
2015-07-23 15:14:10 -07:00
Howard Stearns
9593668110
Bring animation file headers up to date.
2015-07-23 15:08:22 -07:00
Seth Alves
4566d16402
move Model's AnimationHandles to Rig. Move a bunch of Model methods from public to protected
2015-07-23 13:03:38 -07:00
Seth Alves
ee334ff826
JointStates are owned by Rig objects. Model, FaceModel, SkeletonModel call into their Rig pointer to access JointStates.
2015-07-22 18:43:10 -07:00
Seth Alves
7c8d52cbd1
back out some changes to Model.cpp, change how rig pointer is delivered to model initilizer
2015-07-22 13:41:31 -07:00
Seth Alves
abfe60aa20
whenever Model class uses _jointState, use the Rig version if there is a Rig.
2015-07-20 18:31:42 -07:00
Seth Alves
bcd6b30ec3
move AnimationHandle from render-utils to animation. give Rig some jointstates and animation lists
2015-07-17 13:31:48 -07:00
Howard Stearns
5312993e56
Hmm, last was missing some emptiness.
2015-07-15 15:30:34 -07:00
Howard Stearns
bbb5f832a2
Empty Rig.
2015-07-15 15:11:16 -07:00