howard-stearns
a7162eefbe
Add alphaVar for ik.
2015-11-03 13:10:25 -08:00
Howard Stearns
b74ed36883
Fix outro start times, and introduce away states (which are not used in C++ code, but are used in script).
2015-11-02 20:39:31 -08:00
Anthony J. Thibault
e3e759248f
Merge branch 'master' into tony/anim-sync-blend
2015-11-02 08:37:10 -08:00
Anthony J. Thibault
047614b2eb
New left and right grab animations.
2015-10-29 16:18:39 -07:00
Anthony J. Thibault
8689170415
Removed sync and timescale from AnimBlendLinear node.
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AnimBlendLinearMove will now be used instead.
2015-10-22 16:40:53 -07:00
Anthony J. Thibault
a66f31bb20
Added AnimBlendLinearMove node
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AnimBlendLinearMove is now in use by forward, backward and strafe movements.
Tuned rig moving average speeds to be more sensitive.
2015-10-22 16:33:31 -07:00
Anthony J. Thibault
c83af43d0e
Added strafe and backward blending
2015-10-21 17:34:09 -07:00
Anthony J. Thibault
5cd2786c1d
First pass at Rig timeScaling and blending between slow, walk and run.
2015-10-20 16:37:05 -07:00
Anthony J. Thibault
11f2d29bf8
AnimBlendLinear: bugfixes for sync flag added timeScale
2015-10-20 10:36:37 -07:00
Anthony J. Thibault
0c36180e2f
avatar-animation.json: Adjustment to sidestep endFrame, to prevent stalling at end
2015-10-19 15:49:53 -07:00
Anthony J. Thibault
2b4788929f
AnimBlendLinear: Untested implementation of sync flag.
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Move accumulateTime into AnimUtil.
2015-10-19 15:49:49 -07:00
Andrew Meadows
22786dea7d
cleanup
2015-10-12 13:35:26 -07:00
U-GAPOS\andrew
f01847de14
experimental HMD hips tracking
2015-10-12 11:39:54 -07:00
Andrew Meadows
03eaa95258
initial hip translation from IK
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works for 2D 3rd person but probably not well for HMD
2015-10-12 11:39:54 -07:00
Andrew Meadows
b192d0a9cd
make neck IK target type same as head
2015-09-29 17:39:17 -07:00
Anthony J. Thibault
fc9b270951
Merge branch 'master' into tony/gangsta-lean
2015-09-25 11:36:58 -07:00
Anthony J. Thibault
20d784ba39
Threshold based walking while in HMD.
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This is a blend of the previous 'sitting' and 'standing' HMD modes.
Basically, when you move your head within a small range (20cm) your
avatar will lean appropriately, however when you cross that threshold
your body will move underneath you, re-centering your head above the body.
While this occurs the avatar should play the appropriate walking animations.
2015-09-24 17:54:32 -07:00
Andrew Meadows
17e3e9394f
allow head translation for 3rd person screenie IK
2015-09-24 12:38:46 -07:00
Anthony J. Thibault
a454584496
Updated default avatar-animation.json
2015-09-23 10:59:52 -07:00
Howard Stearns
8b701b8a5b
Provide a place in the advanced avatar section of preferences in which users can specify a different animation graph spec.
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Takes effect when you save (if you have enabled the anim graph under developer->avatar).
An empty string gives you the default behavior.
2015-09-21 10:26:04 -07:00
Howard Stearns
086afc47b1
Avatar animations on by default. (Using the now old animation machinery.)
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Default robot avatar consistent with the animations.
Don't require all the bones to be present.
2015-09-04 14:24:37 -07:00
David Rowe
f943dc8492
Use single file robot model as fallback for full avatar models
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Fixes having only a skeleton with no head if an invalid full model file
is configured.
2015-07-29 19:34:05 -07:00
Andrzej Kapolka
779f5f7614
Default avatar fixes.
2014-11-14 13:02:02 -08:00
Andrzej Kapolka
b6d77ec637
Switched from loading FBX and FST simultaneously to loading FST first, then
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using its filename and texdir properties (as Faceshift does) to locate the
corresponding model. Also fixed a bug with the fallback models (they were
invisible after second failure).
2014-02-11 14:20:52 -08:00
Andrzej Kapolka
2071da2c8a
Provide a means to specify a fallback for when we fail to load a model. Also
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added missing associated resources for default model. Closes #1960 .
2014-02-10 18:50:36 -08:00
Stephen Birarda
230caf5b27
add the default body and head to the resources directory
2014-02-10 10:26:28 -08:00