Commit graph

299 commits

Author SHA1 Message Date
Anthony J. Thibault
c0be32d359 Fix for model offset when using Rig Animations. 2015-10-02 11:40:46 -07:00
Anthony J. Thibault
fc7b6dee84 Merge branch 'master' into transmit-joint-translation 2015-10-02 11:40:33 -07:00
Anthony J. Thibault
a1b54945d6 Compute the model offset in the rig, using the bind pose of the hips. 2015-10-02 10:34:34 -07:00
Anthony J. Thibault
fa864d29f9 Merge branch 'master' into transmit-joint-translation 2015-10-01 16:55:24 -07:00
Howard Stearns
53e7d5fd7c Merge pull request #5975 from AndrewMeadows/cleanup-legacy-constraints
remove cruft relating to old verlet avatar skeleton simulation
2015-10-01 16:48:33 -07:00
Anthony J. Thibault
fe5ea471a1 AnimClip: read in translations from fbx file and pre-process them
Do the following things to the translations

  1. scale by the model offset, this should move the translations into the correct units (meters).
  2. compute the ratio between the bone length in the animation and the skeleton.
  3. subtract the anim translation from the first translation frame in the animation
     effectively turning it into a bind pose delta translation.
  4. apply bone length ratio to the resulting delta.
  5. set the final translation to be the skeleton rel bind pose + this scaled delta translation
2015-10-01 16:10:33 -07:00
Brad Hefta-Gaub
afe5075e10 Merge pull request #5971 from howard-stearns/AnimVariant-warning-squash
Squash compiler warning in AnimVariant.
2015-10-01 14:41:40 -07:00
Howard Stearns
739545794f Merge pull request #5944 from AndrewMeadows/ik-repairs-007
fix bug: IK attenuates fast underpose animations
2015-10-01 14:27:21 -07:00
Andrew Meadows
09ac01a5e7 remove cruft from old verlet avatar simulation 2015-10-01 13:44:50 -07:00
Seth Alves
25cbebb66c Merge branch 'transmit-joint-translation' of github.com:sethalves/hifi into transmit-joint-translation 2015-10-01 13:24:04 -07:00
Seth Alves
8453043038 remove unused variable 2015-10-01 13:23:51 -07:00
Howard Stearns
335d87134b Squash compiler warning in AnimVariant. 2015-10-01 10:58:31 -07:00
Anthony J. Thibault
d993d39718 Bug fix for deriveBodyFromHMDSensor calculations
The calculation that determined where the body position relative to the HMD
was incorrect, one of the components was in the wrong coordinate frame.

Now use the skeleton's bind pose to compute the proper avatar offsets for the eyes, neck and hips.
Use these offsets to calculate where the hips should be given a specific hmd position and orientation.

Also, added a bug fix for Rig, which would cause a -1 index deference when an avatar was missing
certain named joints, such as, "LeftEye", "Neck" and "Head".
2015-09-30 16:28:33 -07:00
Andrew Meadows
b192d0a9cd make neck IK target type same as head 2015-09-29 17:39:17 -07:00
Anthony J. Thibault
5e2279ed4b AnimManipulator: Don't read defaultAbsPose.trans anim var.
At the moment the manipulator only supports rotations.
2015-09-29 16:37:43 -07:00
Andrew Meadows
a052f5e125 remove commented out debug line 2015-09-29 16:21:08 -07:00
Andrew Meadows
cdae16e07b fix bug: IK attenuates fast underpose animations 2015-09-29 16:11:27 -07:00
Howard Stearns
745a59af1c Default animation is anim graph.
Remove state change logging from animation graph state machine.
2015-09-29 12:48:57 -07:00
Seth Alves
4179e4aa74 merge from upstream 2015-09-28 15:28:10 -07:00
Seth Alves
04eed64c7c fix bug in JointState::translationIsDefault 2015-09-28 15:26:32 -07:00
Anthony J. Thibault
a495a45ed0 unset "lean" when headParams.enableLean is false
Also added AnimVariantMap::dump() which will print out all the
currently set anim vars and their values.
2015-09-28 11:10:22 -07:00
Anthony J. Thibault
c970ff0c0c Reset joint priorities back to 0 for new animation system.
Added Rig::clearJointStatePriorities() to do this.
2015-09-27 18:25:28 -07:00
Anthony J. Thibault
4b31d87bf5 renamed magic constant to FRAMES_PER_SECOND. 2015-09-27 17:52:53 -07:00
Anthony J. Thibault
5a24a020ca Fix for HMD rotation sticking between 2d & HMD mode
The main fix for this was to set the JointState animation priority to 3.0
The secondary fix was only noticed when we changed the animation priority
Basically, the debugRendering was using the JointStates after they were
manipulated by SkeletonModel to 'relax' them toward thier default pose for
IK purposes.
2015-09-27 17:44:54 -07:00
Anthony J. Thibault
a2562c92f4 Small changes to Anim System for Debugging
* Added constant for Rig animation fade time
* Added index output for AnimSkeleton::dump()
2015-09-27 16:24:55 -07:00
Seth Alves
50dd8eba45 Relay joint translations across network. Apply animation's root-joint translation to avatar. 2015-09-26 11:40:39 -07:00
Andrew Meadows
a97f556958 enforce IK target rotation 2015-09-25 15:13:57 -07:00
Howard Stearns
266c69fc70 Disable the old-school Rig::inverseKinematics during reset. 2015-09-24 15:33:52 -07:00
Andrew Meadows
59da684eb9 make IKTarget::setType() a one-liner 2015-09-24 13:15:03 -07:00
Andrew Meadows
17e3e9394f allow head translation for 3rd person screenie IK 2015-09-24 12:38:46 -07:00
Brad Hefta-Gaub
5e82b9c433 more warning fixes 2015-09-24 08:26:56 -07:00
Anthony J. Thibault
6b47373bcb Fix for precision error in AnimPose(glm::mat4) constructor.
Really the culprit is GLMHelpers extractRotation().
I have a separate unit test that demonstrates the bug.
2015-09-23 15:38:56 -07:00
Anthony J. Thibault
a454584496 Updated default avatar-animation.json 2015-09-23 10:59:52 -07:00
Anthony J. Thibault
a9848cd157 Merge branch 'master' into tony/lean-threshold 2015-09-23 10:54:12 -07:00
Anthony J. Thibault
9ce43a57f1 Better head IK when in an HMD.
Because the current IK system doesn't quite handle what we need
for the head and neck IK, we do it procedurally in the rig, and
manually set both neck and head IK targets.
2015-09-22 19:58:21 -07:00
Anthony J. Thibault
d53295655f Fixes for empty poses
This can happen when an animation is evaluated before it is finished loading.
2015-09-22 19:54:51 -07:00
Andrew Meadows
d25ba8946e fix animation attenuation from IK relaxation step 2015-09-22 17:20:26 -07:00
Howard Stearns
7e52d38870 Don't include the root rot, because it seems that this is already accounted for in the head params.
Restore the hmd conditional on setting head position. This had been removed when failing to pin it cause lean.
I believe that lean was being caused by coordinate system issues that are now addressed by the above and Andrew's big cleanup.
2015-09-22 10:12:59 -07:00
Howard Stearns
8f1dde69cc Always keep targets, even when both position and rotation are unset. (Get from underpose.)
Filtering these was necessary before when the underpose coordinate was wrong, but now that we have that working, there shouldn't be any need to filter.
2015-09-22 10:10:29 -07:00
Andrew Meadows
3869887610 splitting AnimNode implementation into two files 2015-09-21 17:53:59 -07:00
Andrew Meadows
e6776ef5eb split AnimIK::evaluate() into sub-functions
also IK targets now in model-frame instead of root-frame
2015-09-21 17:29:39 -07:00
Anthony J. Thibault
eadf212418 Updated avatar.json with talking idle animation. 2015-09-18 18:31:53 -07:00
Anthony J. Thibault
44eb448cbe Hooked up isTalking flag to Rig and AnimGraph. 2015-09-18 18:05:51 -07:00
Andrew Meadows
07f3abfc91 fix bugs 2015-09-18 12:01:23 -07:00
Andrew Meadows
4cb2249cda premature optimization: remove another branch 2015-09-18 10:16:19 -07:00
Andrew Meadows
a85afb5280 simplify logic of RotationAccumulator::add() 2015-09-18 10:13:21 -07:00
Andrew Meadows
6ed0a57d9f avoid unecessary computation of last absolutePose 2015-09-18 10:09:23 -07:00
Andrew Meadows
9e94e7f1d0 less complicated RotationAccumulator 2015-09-18 07:11:36 -07:00
Andrew Meadows
b6a153d926 split RotationAccumulator into its own files 2015-09-17 22:30:44 -07:00
Andrew Meadows
420acde720 blend IK effects between distinct end effectors 2015-09-17 22:11:59 -07:00