amantley
8e9618d740
added a lower run animation to stop hovering when running
2019-03-05 11:44:53 -08:00
Angus Antley
382a03929e
changed back to regular 2 bone Ik for arms in json and cleaned up rig.cpp and polevector constraint
2019-02-15 07:06:43 -08:00
amantley
07a4f49c58
adding the armik nodes into the json
2019-02-05 17:21:39 -08:00
amantley
34d32eeda8
removed the extra ikoverlay in the avatar-animation.json
2019-02-04 10:17:22 -08:00
amantley
d547d5b854
changed the json reader to take an array not a string for the flex targets
2019-01-30 18:16:02 -08:00
Angus Antley
3994311583
starting the move of the initial head base spline to myskeletonmodel
2019-01-29 08:54:35 -08:00
amantley
1919cc3b1a
disable mid joint when not valid. more work on this tomorrow
2019-01-28 17:49:46 -08:00
amantley
ffd3a24bf2
further cleaning, broke the arms
2019-01-28 13:53:30 -08:00
amantley
f8bfef6dbd
cleaning up the _hipsIndex references, cleaning in general
2019-01-28 11:50:23 -08:00
Angus Antley
2679a3a30d
changed the naming of the middle joint from secondary target to midJoint, also generalized the handling of the neck head rotation after the middle spline is updated
2019-01-27 16:30:13 -08:00
amantley
0b6d0b4baf
renamed json to reflect spline node
2019-01-25 18:17:15 -08:00
amantley
f2a7f37950
got rid of the lag in the spline code by setting the flex coeffs to 1.0
2019-01-25 17:11:07 -08:00
amantley
446d7b9514
added the flex coeff for the primary and secondary spline targets to the json
2019-01-25 14:41:18 -08:00
amantley
37f92d2319
added code to read tip and base var info from the json
2019-01-24 17:02:30 -08:00
amantley
cdd03646c2
latest spline code with ik node removed started cleanup
2019-01-23 17:22:13 -08:00
amantley
dbd03e2eb4
got the spline arms and legs working without any inverse kinematic node in the json, using _withIKnode.json
2019-01-22 11:53:18 -08:00
amantley
8d88c627b0
nearly have the arms legs and back working with out the ik node
2019-01-21 17:41:08 -08:00
amantley
6680ca53ad
added updateHands2 which deals with two bone hands animvars
2019-01-20 08:56:39 -08:00
amantley
3a2697fa8c
working on the two bone ik for the hands
2019-01-18 17:55:19 -08:00
amantley
7777162351
got the spine2 rotationa and the head spline working
2019-01-18 15:28:41 -08:00
amantley
e5b16ef174
implemented the splineIK in animSplineIK.cpp, todo: disable animinversekinematic.cpp
2019-01-16 18:31:52 -08:00
amantley
3b5d8db650
updated the json to have a spline node at the root
2019-01-08 17:33:14 -08:00
luiscuenca
6ed6e30df3
Tweak transit animation
2018-11-05 19:14:40 -07:00
luiscuenca
afc76fec72
Added overrideNetworkAnimation and restoreNetworkAnimation methods
2018-10-22 15:20:32 -07:00
luiscuenca
bb5c042f16
Blend network animation
2018-10-18 17:51:20 -07:00
Anthony Thibault
d9beadb7e4
remove tabs from avatar-animation.json
2018-09-10 10:49:43 -07:00
Anthony Thibault
ff645be78b
Update animations for jump, inAir and less feminine walk cycle
2018-09-07 17:09:55 -07:00
amantley
48e08276bf
added new jump_takeoff and jump_land to fix the tposing in the transition to and from flying
2018-08-15 10:20:17 -07:00
John Conklin II
a5bace4e4d
Merge pull request #13706 from ElderOrb/FB17062
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use updated 'Last Legends: Male' from Mukul
2018-08-14 14:18:39 -07:00
amantley
74186b0162
changed back speed to 2.2 m/s and the end frame for strafe left and right to 33, and the end frame for wlk_bkwd to 27
2018-08-10 09:56:24 -07:00
amantley
c8a31bc59f
created a backward walk speed constant 1.6m/s and changed the characteristic speed for strafe right left to 1.3
2018-08-09 17:38:57 -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
f1990378fd
merged the json from the ik 2 bone pr into the new animation json
2018-08-06 14:27:09 -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
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
Alexander Ivash
d38f0b0fde
use updated 'Last Legends: Male' from Mukul
2018-07-27 12:32:18 +03:00
Anthony Thibault
1d33f51ca4
Merge pull request #13528 from amantley/integratedStepping
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Step Detection From Head and Hands Tracking
2018-07-10 09:59:22 -07:00
Alexander Ivash
89c478310f
update avatarbookmarks.json
2018-07-06 21:00:55 +03:00
Alexander Ivash
24885c3512
use avatarbookmarks.json from resources by default
2018-07-06 21:00:55 +03:00
amantley
ed279e7331
added tweaks to the avatar animation json that speed up the transitions to better match the new step detection
2018-07-02 15:46:58 -07:00
Anthony J. Thibault
9f6641ed10
Shoulder puck calibration work in progress
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* AnimInverseKinematics: debug draw for secondary targets
* AnimInverseKienmatics: better clean up of ik target debug draw
* GeometryUtil: added findPlaneFromPoints()
* ViveControllerManager: external dependency on eigen
* ViveControllerManager: record history of left/right hand controllers
* ViveControllerManager: use history to determine user shoulder location for better calibration
* ViveControllerManager: pass defaultToReferenceMat by const ref to calibrate functions.
* CMake: added external depenency to eigen linear algebra library.
2017-07-24 17:22:48 -07:00
Anthony J. Thibault
22d8adcb99
Better shoulder/arm puck calibration.
2017-07-13 10:39:48 -07:00
Anthony J. Thibault
8602d57a57
Eliminated to wiggle while pucks are enabled.
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* Added new anim node AnimDefaultPose
* AnimNodeLoader was changed to support the addition of the AnimDefaultPose node
* Edited default avatar-animation.json to insert an AnimOverlay and AnimDefaultPose between the IK node and the rest of the "underPose".
* Rig uses this to fade in default pose for the toes when the hip/feet puck are active.
This effectively deadens the toe animations, without effecting the hand animations.
* Also, the rig was changed to use the LimitCenter solution when the feet are enabled but the hips are not.
2017-06-26 14:09:10 -07:00
Anthony J. Thibault
e7991579ef
Enabled elbow pole vectors
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There are still some issues with rotations of the elbow pole vectors.
* When the (hand - shoulder) vector approaches the normal vector used in Rig::calculateElbowPoleVector() unexpected twists can occur.
* Also, when the (hand - shoulder) vector approaches zero, the IK system starts to flutter between two states.
* The shoulder twist constraint probably needs to be opened up for more natural range of motion.
2017-06-16 17:29:56 -07:00
Anthony J. Thibault
10f94c2d60
Fixed pole vectors on straight limbs by using reference vector
2017-06-14 11:35:53 -07:00
Anthony J. Thibault
f20c03fa6e
Pole vectors can be controlled via anim vars.
2017-06-13 15:36:05 -07:00
Anthony J. Thibault
8334dff610
compute rotation from derivative of spline
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This should fix bad rotation values for the spine during bowing/touching toes.
2017-06-08 15:00:12 -07:00
Dante Ruiz
0fdf136251
got the shoulders working
2017-05-24 19:31:48 +01:00
Dante Ruiz
ac3c9655ec
added arms
2017-05-24 01:28:08 +01:00
Anthony J. Thibault
6ae2e6778e
ensure left and right arm flexCoeff are the same.
2017-05-19 10:51:09 -07:00