sabrina-shanman
cbca77b12f
Rename HFMGeometry to HFMModel and adjust related variables
2018-11-01 17:17:48 -07:00
sabrina-shanman
becee7f010
Re-name FBXGeometry to HFMGeometry and do the same for related classes
2018-10-30 17:28:42 -07:00
Jeff Clinton
eb383b1d09
Merge pull request #14040 from hyperlogic/feature/acceleration-limit-filter
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Quality Improvements to Avatars driven by Vive Trackers
2018-10-25 08:51:59 -07:00
Jeff Clinton
67fe43ebb1
Merge pull request #14243 from hyperlogic/bug-fix/small-jumping-avatars
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Small avatars now have a minimum jump height of 0.25 meters
2018-10-24 17:08:28 -07:00
luiscuenca
fa67e1b269
Remove logs and magic numbers
2018-10-23 11:51:15 -07:00
Luis Cuenca
e1c760b566
Merge branch 'master' into transitAddAnimation
2018-10-20 15:30:23 -07:00
luiscuenca
f8d67d124f
Hold flickering fixed and refactor
2018-10-20 15:22:25 -07:00
luiscuenca
31d099907a
Fix warnings
2018-10-19 14:00:52 -07:00
Anthony Thibault
ef74014075
Small avatars now have a minimum jump height of 0.25 meters
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This should improve the quality of the jump animation and improve the mobility of small avatars.
2018-10-19 13:55:56 -07:00
luiscuenca
bb5c042f16
Blend network animation
2018-10-18 17:51:20 -07:00
luiscuenca
7da5fa9ea7
Transit animations won't play, they just get sent over the network
2018-10-16 11:33:58 -07:00
Anthony Thibault
640ed6a32a
Added "Developer > Avatar > Show Tracked Objects" menu
2018-10-15 12:42:07 -07:00
Anthony Thibault
4e75123740
Blend between non-estimated and estimated hips in Rig
2018-10-09 10:51:03 -07:00
Anthony Thibault
0283c9fbdc
Added CriticallyDampedSpringPoseHelper to help smooth out hips.
2018-10-09 10:51:02 -07:00
unknown
1172e29d95
Clean up elbow smoothing code
2018-10-08 13:21:47 -07:00
Anthony Thibault
3a3ffcc98c
First pass at improving anim stats.
2018-09-05 18:14:06 -07:00
Anthony Thibault
e210fadc7c
Fix for glitch when entering inAir state from takeoff.
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This was due to a frame lag of blend factor used for inAir blending. So the first frame the upward velocity would be 0, followed by 3.5 m/s the next frame.
This is fixed by using the workingVelocity instead of _lastVelocity to drive the blend.
2018-09-04 14:36:56 -07:00
amantley
4ad73fd821
removed whitespace
2018-08-07 12:51:23 -07:00
amantley
a61909446a
Merge remote-tracking branch 'upstream/master' into animationBlendChanges
2018-08-07 10:40:22 -07:00
amantley
84619e7adc
cleaned up to match coding standards
2018-08-07 10:40:11 -07:00
amantley
1ad6b041cd
updated the elipes equation code for determining the forward speed of the avatar. We can now set the max forward == walkSpeed, max side and backwards == walkBackwardsSpeed and the sprint speed == sprintSpeed
2018-08-06 18:36:32 -07:00
amantley
375d726535
added the new animations for strafe and walk to the resource file and updated the avatar-animation.json file
2018-08-03 16:48:43 -07:00
amantley
76b182f03b
added the hmd strafe to the rig code
2018-08-03 12:12:01 -07:00
amantley
096cb0db81
working on strafe left and right transitions
2018-08-02 13:32:06 -07:00
amantley
bd88d5f15b
merging with ik leg fix code in master
2018-08-02 09:48:04 -07:00
amantley
6b2c67e5bd
more doug support
2018-08-01 18:22:51 -07:00
luiscuenca
fde77add79
Elbow pole vectors fixes
2018-08-01 11:49:18 -07:00
Anthony J. Thibault
fd780845bb
Code review feedback
2018-07-31 18:25:04 -07:00
amantley
541d2deed5
added the parent alpha into the child animation weight, removed extra hand overlay print outs
2018-07-30 14:45:25 -07:00
Anthony J. Thibault
6a6ece8910
Warning fixes and whitespace cleanup
2018-07-30 11:49:44 -07:00
Anthony J. Thibault
401995fb06
Leg IK fixes
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Fixes for raising legs and sometimes squatting while in HMD mode.
2018-07-30 10:55:52 -07:00
amantley
637a214165
added the anim stack print out static object for the list of motion and weights
2018-07-27 17:25:00 -07:00
amantley
b28ce40f09
adding the anim stack print out feature half way done
2018-07-27 08:46:40 -07:00
amantley
04dbafeedc
removed the hard coded reference speeds in Rig.cpp. we now use the characteristic speeds from the avatar-animation.json file for blending. the computation of the blend alphas takes place in AnimBlendLinearMove.cpp
2018-07-24 17:13:57 -07:00
luiscuenca
e7d70a832d
Pole Vectors always calculated when arms are crossed
2018-07-24 08:58:17 -07:00
amantley
aa92865b21
added the code to display the alphas for the motion blends
2018-07-23 17:45:24 -07:00
luiscuenca
8f547d9bdd
fix warnings
2018-07-23 16:37:25 -07:00
luiscuenca
94bb8fc917
More unused code
2018-07-23 15:29:42 -07:00
luiscuenca
2adb334034
unused code deleted
2018-07-23 14:25:30 -07:00
luiscuenca
9d2d7c3aa4
Redesign and enable hand's Pole Vectors for elbow simulation
2018-07-23 13:16:11 -07:00
amantley
65160e4513
changed the middle reference speed for forward movement so that run doesn't get blended into walk
2018-07-20 14:07:24 -07:00
amantley
6db108e78e
added a third reference speed to the lateral speeds in rig.cpp
2018-07-19 15:27:57 -07:00
Anthony Thibault
f56c0a3a3f
Merge pull request #13502 from luiscuenca/eyelidFix
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Fix closed eyelids when head is tilted down
2018-07-05 08:50:22 -07:00
Anthony J. Thibault
3a88582f42
Bug fix for feet poleVector smoothing.
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This bug was introduced when I renamed the variable from poleVector to sensorPoleVector for readablity.
2018-07-02 15:16:47 -07:00
Anthony J. Thibault
fff4348a0f
Bug fix for poleVector smoothing
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Needs to occur in sensor space rather then avatar space.
2018-06-29 17:54:21 -07:00
luiscuenca
24d03ace4c
Changes from CR and decreased looking at angle to mitigate freaky eyes
2018-06-29 14:34:17 -07:00
Anthony J. Thibault
f19b1d9890
Fix for character walk animations in desktop mode.
2018-03-20 18:12:55 -07:00
Anthony J. Thibault
69f462baeb
Disable elbow pole vectors, solve from joint limit centers.
2018-03-19 18:53:00 -07:00
David Rowe
75189e292d
Fix OSX / Linux warning
2018-03-13 10:22:50 +13:00
David Rowe
957d39b0b1
Fix rotation and position of meshes attached to eye joints
2018-03-11 14:49:23 +13:00