Disabled ThunderSVM loading and added better interpolation.
This commit is contained in:
parent
5abe5ba633
commit
eaaf036e76
4 changed files with 270 additions and 150 deletions
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@ -39,6 +39,9 @@ public class OpenSeeVRMDriver : MonoBehaviour {
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public float blinkSmoothing = 0.75f;
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[Tooltip("With tracked eye blinking, the eyes will close when looking down. Enable this to compensate this by modifying thresholds.")]
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public bool lookDownCompensation = false;
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[Tooltip("This is an angle value that can be used to adjust the angle from which a face is considered to be looking downwards.")]
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[Range(-10, 20)]
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public float lookDownAdjustment = 0f;
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[Tooltip("When enabled, auto blinking will be enabled while looking down.")]
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public bool autoBlinkLookingDown = false;
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[Tooltip("When enabled, the blink state for both eyes is permanently linked together.")]
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@ -161,21 +164,20 @@ public class OpenSeeVRMDriver : MonoBehaviour {
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private float turnLeftBoundaryAngle = -30f;
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private float turnRightBoundaryAngle = 20f;
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private float turnDownBoundaryAngle = 205f;
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private float wasLookingDown = 0f;
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private double lastGaze = 0f;
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private float lastLookUpDown = 0f;
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private float lastLookLeftRight = 0f;
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private float currentLookUpDown = 0f;
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private float currentLookLeftRight = 0f;
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private int interpolationCount = 0;
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private int interpolationState = 0;
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private TimeInterpolate gazeInterpolate;
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private float[] lastVisemeValues;
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private double lastMouth = 0f;
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private float[] lastMouthStates;
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private float[] currentMouthStates;
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private int mouthInterpolationCount = 0;
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private int mouthInterpolationState = 0;
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private TimeInterpolate mouthInterpolate;
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private double startedSilVisemes = -10;
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private double silVisemeHybridThreshold = 0.3;
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@ -186,8 +188,7 @@ public class OpenSeeVRMDriver : MonoBehaviour {
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private float lastBlinkRight = 0f;
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private float currentBlinkLeft = 0f;
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private float currentBlinkRight = 0f;
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private int blinkInterpolationCount = 0;
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private int blinkInterpolationState = 0;
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private TimeInterpolate blinkInterpolate;
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private bool overridden = false;
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private OpenSeeVRMExpression toggledExpression = null;
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@ -209,11 +210,39 @@ public class OpenSeeVRMDriver : MonoBehaviour {
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private float lastBrowUpDown = 0f;
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private float[] lastBrowStates;
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private float[] currentBrowStates;
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private int browInterpolationCount = 0;
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private int browInterpolationState = 0;
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private TimeInterpolate browInterpolate;
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private BlendShapeKey[] browClips;
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private float lastAudioTime = -1f;
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private class TimeInterpolate {
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private float interpolateT = 0f;
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private float updateT = 0f;
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private double lastT = 0f;
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private double currentT = 0f;
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private float clamp = 1f;
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private int gotData = 0;
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public TimeInterpolate() {}
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public TimeInterpolate(float clamp) {
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this.clamp = clamp;
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}
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public void UpdateTime(double nowT) {
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updateT = Time.time;
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lastT = currentT;
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currentT = nowT;
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if (gotData < 2)
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gotData++;
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}
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public float Interpolate() {
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interpolateT = Time.time;
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if (interpolateT == updateT || gotData < 2)
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return 0f;
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return Mathf.Min((interpolateT - updateT) / (float)(currentT - lastT), clamp);
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}
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}
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private Dictionary<OVRLipSync.Viseme, float[]> catsData = null;
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void InitCatsData() {
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@ -313,8 +342,32 @@ public class OpenSeeVRMDriver : MonoBehaviour {
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if (openSeeData == null || openSeeData.features == null)
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return;
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if (lastMouthStates == null)
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lastMouthStates = new float[]{0f, 0f, 0f, 0f, 0f};
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if (currentMouthStates == null)
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currentMouthStates = new float[]{0f, 0f, 0f, 0f, 0f};
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if (mouthInterpolate == null)
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mouthInterpolate = new TimeInterpolate();
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float t = mouthInterpolate.Interpolate();
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if (currentExpression != null && !currentExpressionEnableVisemes)
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return;
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float expressionFactor = 1f;
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if (currentExpression != null)
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expressionFactor = currentExpressionVisemeFactor;
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for (int i = 0; i < 5; i++) {
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float interpolated = Mathf.Lerp(lastMouthStates[i], currentMouthStates[i], t);
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float result = interpolated * expressionFactor * visemeFactor;
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if (result > 0f)
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vrmBlendShapeProxy.AccumulateValue(visemePresetMap[i], result);
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}
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if (lastMouth < openSeeData.time) {
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lastMouth = openSeeData.time;
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mouthInterpolate.UpdateTime(lastMouth);
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float open = openSeeData.features.MouthOpen;
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float wide = openSeeData.features.MouthWide;
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float[] mouthStates = new float[]{0f, 0f, 0f, 0f, 0f};
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@ -369,37 +422,11 @@ public class OpenSeeVRMDriver : MonoBehaviour {
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}
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} while (false);
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if (mouthInterpolationState == 2) {
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for (int i = 0; i < 5; i++) {
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mouthStates[i] = Mathf.Lerp(currentMouthStates[i], mouthStates[i], 1f - mouthSmoothing);
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}
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for (int i = 0; i < 5; i++) {
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lastMouthStates[i] = Mathf.Lerp(lastMouthStates[i], currentMouthStates[i], t);
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mouthStates[i] = Mathf.Lerp(lastMouthStates[i], mouthStates[i], 1f - mouthSmoothing);
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}
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lastMouthStates = currentMouthStates;
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currentMouthStates = mouthStates;
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if (mouthInterpolationState < 2)
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mouthInterpolationState++;
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mouthInterpolationCount = 0;
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}
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if (mouthInterpolationState < 2)
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return;
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float t = Mathf.Clamp((float)mouthInterpolationCount / openSeeIKTarget.averageInterpolations, 0f, 0.985f);
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mouthInterpolationCount++;
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if (currentExpression != null && !currentExpressionEnableVisemes)
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return;
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float expressionFactor = 1f;
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if (currentExpression != null)
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expressionFactor = currentExpressionVisemeFactor;
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for (int i = 0; i < 5; i++) {
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float interpolated = Mathf.Lerp(lastMouthStates[i], currentMouthStates[i], t);
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float result = interpolated * expressionFactor * visemeFactor;
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if (result > 0f)
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vrmBlendShapeProxy.AccumulateValue(visemePresetMap[i], result);
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}
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}
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@ -411,6 +438,29 @@ public class OpenSeeVRMDriver : MonoBehaviour {
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if ((browClips == null && (faceMesh == null || faceType < 0)) || openSeeData == null) {
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return;
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}
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if (browInterpolate == null)
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browInterpolate = new TimeInterpolate();
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float t = browInterpolate.Interpolate();
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float strength = eyebrowStrength;
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if (currentExpression != null)
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strength *= currentExpressionEyebrowWeight;
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if (browUpIndex > -1 && strength > 0f)
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faceMesh.SetBlendShapeWeight(browUpIndex, strength * Mathf.Lerp(lastBrowStates[0], currentBrowStates[0], t));
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if (browDownIndex > -1 && strength > 0f)
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faceMesh.SetBlendShapeWeight(browDownIndex, strength * Mathf.Lerp(lastBrowStates[1], currentBrowStates[1], t));
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if (browAngryIndex > -1 && strength > 0f)
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faceMesh.SetBlendShapeWeight(browAngryIndex, strength * Mathf.Lerp(lastBrowStates[2], currentBrowStates[2], t));
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if (browSorrowIndex > -1 && strength > 0f)
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faceMesh.SetBlendShapeWeight(browSorrowIndex, strength * Mathf.Lerp(lastBrowStates[3], currentBrowStates[3], t));
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if (browClips != null && strength > 0f) {
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if (lastBrowUpDown > 0f)
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vrmBlendShapeProxy.AccumulateValue(browClips[0], strength * Mathf.Lerp(lastBrowStates[0], currentBrowStates[0], t));
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else if (lastBrowUpDown < 0f)
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vrmBlendShapeProxy.AccumulateValue(browClips[1], strength * Mathf.Lerp(lastBrowStates[1], currentBrowStates[1], t));
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}
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if (lastBrows < openSeeData.time) {
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lastBrows = openSeeData.time;
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float upDownStrength = (openSeeData.features.EyebrowUpDownLeft + openSeeData.features.EyebrowUpDownRight) / 2f;
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@ -448,15 +498,12 @@ public class OpenSeeVRMDriver : MonoBehaviour {
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}
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if (eyebrowIsMoving > 0)
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eyebrowIsMoving--;
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upDownStrength = Mathf.Lerp(lastBrowUpDown, upDownStrength, 1f - eyebrowSmoothing);
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upDownStrength = Mathf.LerpUnclamped(lastBrowUpDown, upDownStrength, 1f - eyebrowSmoothing);
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lastBrowUpDown = upDownStrength;
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if (browInterpolationState < 2)
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browInterpolationState++;
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browInterpolationCount = 0;
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for (int i = 0; i < 4; i++)
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lastBrowStates[i] = currentBrowStates[i];
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lastBrowStates[i] = Mathf.Lerp(lastBrowStates[i], currentBrowStates[i], t);
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browInterpolate.UpdateTime(openSeeData.time);
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if (browClips != null) {
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currentBrowStates[0] = upDownStrength;
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@ -498,28 +545,6 @@ public class OpenSeeVRMDriver : MonoBehaviour {
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}
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}
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}
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float t = Mathf.Clamp((float)browInterpolationCount / openSeeIKTarget.averageInterpolations, 0f, 0.985f);
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browInterpolationCount++;
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float strength = eyebrowStrength;
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if (currentExpression != null)
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strength *= currentExpressionEyebrowWeight;
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if (browUpIndex > -1 && strength > 0f)
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faceMesh.SetBlendShapeWeight(browUpIndex, strength * Mathf.Lerp(lastBrowStates[0], currentBrowStates[0], t));
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if (browDownIndex > -1 && strength > 0f)
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faceMesh.SetBlendShapeWeight(browDownIndex, strength * Mathf.Lerp(lastBrowStates[1], currentBrowStates[1], t));
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if (browAngryIndex > -1 && strength > 0f)
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faceMesh.SetBlendShapeWeight(browAngryIndex, strength * Mathf.Lerp(lastBrowStates[2], currentBrowStates[2], t));
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if (browSorrowIndex > -1 && strength > 0f)
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faceMesh.SetBlendShapeWeight(browSorrowIndex, strength * Mathf.Lerp(lastBrowStates[3], currentBrowStates[3], t));
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if (browClips != null && strength > 0f) {
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if (lastBrowUpDown > 0f)
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vrmBlendShapeProxy.AccumulateValue(browClips[0], strength * Mathf.Lerp(lastBrowStates[0], currentBrowStates[0], t));
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else if (lastBrowUpDown < 0f)
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vrmBlendShapeProxy.AccumulateValue(browClips[1], strength * Mathf.Lerp(lastBrowStates[1], currentBrowStates[1], t));
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}
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}
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void FindFaceMesh() {
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@ -924,38 +949,18 @@ public class OpenSeeVRMDriver : MonoBehaviour {
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}
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void UpdateGaze() {
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if (openSeeData == null || vrmBlendShapeProxy == null || openSeeIKTarget == null || !(openSeeIKTarget.averageInterpolations > 0f))
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if (openSeeData == null || vrmBlendShapeProxy == null || openSeeIKTarget == null)
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return;
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float lookUpDown = currentLookUpDown;
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float lookLeftRight = currentLookLeftRight;
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if (lastGaze < openSeeData.time) {
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GetLookParameters(ref lookLeftRight, ref lookUpDown, false, 66, 36, 39, 37, 38, 41, 40);
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GetLookParameters(ref lookLeftRight, ref lookUpDown, true, 67, 42, 45, 43, 44, 47, 46);
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lookLeftRight = Mathf.Lerp(currentLookLeftRight, lookLeftRight, 1f - gazeSmoothing);
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lookUpDown = Mathf.Lerp(currentLookUpDown, lookUpDown, 1f - gazeSmoothing);
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if (Mathf.Abs(lookLeftRight - currentLookLeftRight) + Mathf.Abs(lookUpDown - currentLookUpDown) > gazeStabilizer) {
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lastLookLeftRight = currentLookLeftRight;
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lastLookUpDown = currentLookUpDown;
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currentLookLeftRight = lookLeftRight;
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currentLookUpDown = lookUpDown;
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lastGaze = openSeeData.time;
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if (interpolationState < 2)
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interpolationState++;
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interpolationCount = 0;
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}
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}
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if (interpolationState < 2)
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return;
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float t = Mathf.Clamp((float)interpolationCount / openSeeIKTarget.averageInterpolations, 0f, 0.985f);
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if (gazeInterpolate == null)
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gazeInterpolate = new TimeInterpolate();
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float t = gazeInterpolate.Interpolate();
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lookLeftRight = Mathf.Lerp(lastLookLeftRight, currentLookLeftRight, t);
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lookUpDown = Mathf.Lerp(lastLookUpDown, currentLookUpDown, t);
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interpolationCount++;
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if (!openSeeIKTarget.mirrorMotion)
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lookLeftRight = -lookLeftRight;
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@ -989,6 +994,23 @@ public class OpenSeeVRMDriver : MonoBehaviour {
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leftEye.localRotation = rotation;
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}
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}
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if (lastGaze < openSeeData.time) {
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GetLookParameters(ref lookLeftRight, ref lookUpDown, false, 66, 36, 39, 37, 38, 41, 40);
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GetLookParameters(ref lookLeftRight, ref lookUpDown, true, 67, 42, 45, 43, 44, 47, 46);
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lookLeftRight = Mathf.Lerp(currentLookLeftRight, lookLeftRight, 1f - gazeSmoothing);
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lookUpDown = Mathf.Lerp(currentLookUpDown, lookUpDown, 1f - gazeSmoothing);
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if (Mathf.Abs(lookLeftRight - currentLookLeftRight) + Mathf.Abs(lookUpDown - currentLookUpDown) > gazeStabilizer) {
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lastLookLeftRight = Mathf.Lerp(lastLookLeftRight, currentLookLeftRight, t);
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lastLookUpDown = Mathf.Lerp(lastLookUpDown, currentLookUpDown, t);
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currentLookLeftRight = lookLeftRight;
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currentLookUpDown = lookUpDown;
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lastGaze = openSeeData.time;
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gazeInterpolate.UpdateTime(lastGaze);
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}
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}
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}
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void BlinkEyes() {
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@ -1011,27 +1033,54 @@ public class OpenSeeVRMDriver : MonoBehaviour {
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upDownAngle += 360f;
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while (upDownAngle >= 360f)
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upDownAngle -= 360f;
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if (lookDownCompensation && upDownAngle > turnDownBoundaryAngle && autoBlinkLookingDown) {
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if (lookDownCompensation && upDownAngle > turnDownBoundaryAngle - lookDownAdjustment - wasLookingDown && autoBlinkLookingDown) {
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if (!(wasLookingDown > 0f))
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eyeBlinker.Blink();
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float blink = eyeBlinker.Blink();
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vrmBlendShapeProxy.AccumulateValue(BlendShapeKey.CreateFromPreset(BlendShapePreset.Blink), blink);
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return;
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}
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if (blinkInterpolate == null)
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blinkInterpolate = new TimeInterpolate();
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float t = blinkInterpolate.Interpolate();
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left = Mathf.Lerp(lastBlinkLeft, currentBlinkLeft, t);
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right = Mathf.Lerp(lastBlinkRight, currentBlinkRight, t);
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if (openSeeIKTarget.mirrorMotion) {
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float tmp = left;
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left = right;
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right = tmp;
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}
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if (linkBlinks && !allowWinking) {
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float v = Mathf.Max(left, right);
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vrmBlendShapeProxy.AccumulateValue(BlendShapeKey.CreateFromPreset(BlendShapePreset.Blink), v);
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} else {
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vrmBlendShapeProxy.AccumulateValue(BlendShapeKey.CreateFromPreset(BlendShapePreset.Blink_R), right);
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vrmBlendShapeProxy.AccumulateValue(BlendShapeKey.CreateFromPreset(BlendShapePreset.Blink_L), left);
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}
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if (openSeeData != null && lastBlink < openSeeData.time) {
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lastBlink = openSeeData.time;
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blinkInterpolate.UpdateTime(lastBlink);
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float openThreshold = eyeOpenedThreshold;
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float closedThreshold = eyeClosedThreshold;
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if (openSeeData.rawEuler.y < turnLeftBoundaryAngle || openSeeData.rawEuler.y > turnRightBoundaryAngle)
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openThreshold = Mathf.Lerp(eyeOpenedThreshold, eyeClosedThreshold, 0.4f);
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if (lookDownCompensation && upDownAngle > turnDownBoundaryAngle) {
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if (lookDownCompensation && upDownAngle > turnDownBoundaryAngle - lookDownAdjustment - wasLookingDown) {
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openThreshold = Mathf.Lerp(eyeOpenedThreshold, eyeClosedThreshold, 0.85f);
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closedThreshold = Mathf.Lerp(eyeClosedThreshold, 0f, 0.6f);
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if (upDownAngle > turnDownBoundaryAngle + 10f) {
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if (upDownAngle > turnDownBoundaryAngle - lookDownAdjustment + 10f) {
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openThreshold = 0.1f;
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closedThreshold = 0f;
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}
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wasLookingDown = 1.5f;
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} else {
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wasLookingDown = 0f;
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}
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if (openSeeData.rightEyeOpen > openThreshold)
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@ -1061,8 +1110,8 @@ public class OpenSeeVRMDriver : MonoBehaviour {
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}
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}
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lastBlinkLeft = currentBlinkLeft;
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lastBlinkRight = currentBlinkRight;
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lastBlinkLeft = Mathf.Lerp(lastBlinkLeft, currentBlinkLeft, t);
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lastBlinkRight = Mathf.Lerp(lastBlinkRight, currentBlinkRight, t);
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currentBlinkLeft = Mathf.Lerp(currentBlinkLeft, left, 1f - blinkSmoothing);
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currentBlinkRight = Mathf.Lerp(currentBlinkRight, right, 1f - blinkSmoothing);
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@ -1074,32 +1123,6 @@ public class OpenSeeVRMDriver : MonoBehaviour {
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currentBlinkLeft = 1f;
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if (right > 0.99999f)
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currentBlinkRight = 1f;
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if (blinkInterpolationState < 2)
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blinkInterpolationState++;
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}
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if (blinkInterpolationState < 2)
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return;
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float t = Mathf.Clamp((float)blinkInterpolationCount / openSeeIKTarget.averageInterpolations, 0f, 0.985f);
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blinkInterpolationCount++;
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left = Mathf.Lerp(lastBlinkLeft, currentBlinkLeft, t);
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right = Mathf.Lerp(lastBlinkRight, currentBlinkRight, t);
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if (openSeeIKTarget.mirrorMotion) {
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float tmp = left;
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left = right;
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right = tmp;
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}
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if (linkBlinks && !allowWinking) {
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float v = Mathf.Max(left, right);
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vrmBlendShapeProxy.AccumulateValue(BlendShapeKey.CreateFromPreset(BlendShapePreset.Blink), v);
|
||||
} else {
|
||||
vrmBlendShapeProxy.AccumulateValue(BlendShapeKey.CreateFromPreset(BlendShapePreset.Blink_R), right);
|
||||
vrmBlendShapeProxy.AccumulateValue(BlendShapeKey.CreateFromPreset(BlendShapePreset.Blink_L), left);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -166,10 +166,10 @@ public class OpenSeeExpression : MonoBehaviour
|
|||
oser = formatter.Deserialize(gzipStream) as OpenSeeExpressionRepresentation;
|
||||
}
|
||||
expressions = oser.expressions;
|
||||
if (oser.thunderSVM)
|
||||
/*if (oser.thunderSVM)
|
||||
model = new ThunderSVMModel(oser.modelBytes);
|
||||
else
|
||||
model = new SVMModel(oser.modelBytes);
|
||||
else*/
|
||||
model = new SVMModel(oser.modelBytes);
|
||||
classLabels = oser.classLabels;
|
||||
indices = oser.indices;
|
||||
//pointSelection = oser.pointSelection;
|
||||
|
|
|
|||
|
|
@ -22,6 +22,8 @@ public class OpenSeeIKTarget : MonoBehaviour
|
|||
[Tooltip("This smoothed out the detected motion. Values can be between 0 (no smoothing) and 1 (no motion). The appropriate value probably depends on the camera's frame rate.")]
|
||||
[Range(0, 1)]
|
||||
public float smooth = 0.2f;
|
||||
[Tooltip("When set to true, a Kalman filter is used for smoothing.")]
|
||||
public bool kalman = false;
|
||||
[Tooltip("When enabled, tracking will lag by one video capture frame, but the captured motion information is interpolated between frames, making things look smoother and less jittery and jumpy.")]
|
||||
public bool interpolate = true;
|
||||
[Tooltip("When set to true, the transform will be updated in FixedUpdate, otherwise it will be updated in Update.")]
|
||||
|
|
@ -82,9 +84,65 @@ public class OpenSeeIKTarget : MonoBehaviour
|
|||
private bool skippedPosition = false;
|
||||
private float skipStartTimePosition = -1f;
|
||||
|
||||
// Kalman
|
||||
private float frameTime = 0f;
|
||||
private bool kalmanInit = false;
|
||||
private float kalmanSmooth = -1f;
|
||||
private KF kalmanPVX;
|
||||
private KF kalmanPVY;
|
||||
private KF kalmanPVZ;
|
||||
private KF kalmanRVX;
|
||||
private KF kalmanRVY;
|
||||
private KF kalmanRVZ;
|
||||
private Vector3 kalmanLastRot = Vector3.zero;
|
||||
|
||||
public void Calibrate() {
|
||||
calibrate = true;
|
||||
}
|
||||
|
||||
public static Vector3 PrettyEuler(Vector3 last, Vector3 current) {
|
||||
// Ew, but how would you do componentwise filtering/interpolation with quaternions?
|
||||
if (Mathf.Abs(current.x - last.x) > Mathf.Abs((current.x - 360f) - last.x))
|
||||
current.x -= 360f;
|
||||
else if (Mathf.Abs(current.x - last.x) > Mathf.Abs((current.x + 360f) - last.x))
|
||||
current.x += 360f;
|
||||
if (Mathf.Abs(current.y - last.y) > Mathf.Abs((current.y - 360f) - last.y))
|
||||
current.y -= 360f;
|
||||
else if (Mathf.Abs(current.y - last.y) > Mathf.Abs((current.y + 360f) - last.y))
|
||||
current.x += 360f;
|
||||
if (Mathf.Abs(current.z - last.z) > Mathf.Abs((current.z - 360f) - last.z))
|
||||
current.z -= 360f;
|
||||
else if (Mathf.Abs(current.z - last.z) > Mathf.Abs((current.z + 360f) - last.z))
|
||||
current.z += 360f;
|
||||
return current;
|
||||
}
|
||||
|
||||
Vector3 FilterPos(Vector3 a, Vector3 b) {
|
||||
if (!kalman || frameTime > 1f)
|
||||
return Vector3.Lerp(a, b, 1f - smooth);
|
||||
else {
|
||||
Vector3 v = (b - a) / frameTime;
|
||||
v.x = kalmanPVX.Update(v.x);
|
||||
v.y = kalmanPVY.Update(v.y);
|
||||
v.z = kalmanPVZ.Update(v.z);
|
||||
return a + v * frameTime;
|
||||
}
|
||||
}
|
||||
|
||||
Quaternion FilterRot(Quaternion a, Quaternion b) {
|
||||
if (!kalman || frameTime > 1f)
|
||||
return Quaternion.Lerp(a, b, 1f - smooth);
|
||||
else {
|
||||
Vector3 rotA = PrettyEuler(kalmanLastRot, a.eulerAngles);
|
||||
Vector3 rotB = PrettyEuler(rotA, b.eulerAngles);
|
||||
kalmanLastRot = rotA;
|
||||
Vector3 v = Mathf.Deg2Rad * (rotB - rotA) / frameTime;
|
||||
v.x = kalmanRVX.Update(v.x);
|
||||
v.y = kalmanRVY.Update(v.y);
|
||||
v.z = kalmanRVZ.Update(v.z);
|
||||
return Quaternion.Euler(rotA + Mathf.Rad2Deg * v * frameTime);
|
||||
}
|
||||
}
|
||||
|
||||
void Interpolate() {
|
||||
if (!interpolate || interpolateState < 2)
|
||||
|
|
@ -110,6 +168,7 @@ public class OpenSeeIKTarget : MonoBehaviour
|
|||
if (openSeeData == null || openSeeData.fit3DError > openSee.maxFit3DError)
|
||||
return;
|
||||
if (openSeeData.time > updated) {
|
||||
frameTime = (float)(openSeeData.time - updated);
|
||||
updated = openSeeData.time;
|
||||
trackingFrames++;
|
||||
if (trackingFrames < skipFirst)
|
||||
|
|
@ -118,6 +177,25 @@ public class OpenSeeIKTarget : MonoBehaviour
|
|||
Interpolate();
|
||||
return;
|
||||
}
|
||||
|
||||
if (!kalmanInit) {
|
||||
kalmanPVX = new KF(smooth);
|
||||
kalmanPVY = new KF(smooth);
|
||||
kalmanPVZ = new KF(smooth);
|
||||
kalmanRVX = new KF(smooth);
|
||||
kalmanRVY = new KF(smooth);
|
||||
kalmanRVZ = new KF(smooth);
|
||||
kalmanInit = true;
|
||||
}
|
||||
if (smooth != kalmanSmooth) {
|
||||
kalmanPVX.SetSmoothness(smooth);
|
||||
kalmanPVY.SetSmoothness(smooth);
|
||||
kalmanPVZ.SetSmoothness(smooth);
|
||||
kalmanRVX.SetSmoothness(smooth);
|
||||
kalmanRVY.SetSmoothness(smooth);
|
||||
kalmanRVZ.SetSmoothness(smooth);
|
||||
kalmanSmooth = smooth;
|
||||
}
|
||||
|
||||
Quaternion convertedQuaternion = new Quaternion(-openSeeData.rawQuaternion.y, -openSeeData.rawQuaternion.x, openSeeData.rawQuaternion.z, openSeeData.rawQuaternion.w);
|
||||
Vector3 t = openSeeData.translation;
|
||||
|
|
@ -219,12 +297,12 @@ public class OpenSeeIKTarget : MonoBehaviour
|
|||
avgInterps = Mathf.Lerp(avgInterps, (float)interpolationCount, 0.15f);
|
||||
interpolationCount = 0;
|
||||
averageInterpolations = avgInterps;
|
||||
|
||||
|
||||
lastT = transform.localPosition;
|
||||
lastR = transform.localRotation;
|
||||
if (interpolateState > 0) {
|
||||
currentT = Vector3.Lerp(currentT, (t - dT) * translationScale, 1f - smooth);
|
||||
currentR = Quaternion.Lerp(transform.localRotation, convertedQuaternion * dR, 1f - smooth);
|
||||
currentT = FilterPos(currentT, (t - dT) * translationScale);
|
||||
currentR = FilterRot(transform.localRotation, convertedQuaternion * dR);
|
||||
} else {
|
||||
currentT = (t - dT) * translationScale;
|
||||
currentR = convertedQuaternion * dR;
|
||||
|
|
@ -235,11 +313,14 @@ public class OpenSeeIKTarget : MonoBehaviour
|
|||
if (interpolate) {
|
||||
Interpolate();
|
||||
} else {
|
||||
transform.localPosition = Vector3.Lerp(transform.localPosition, (t - dT) * translationScale, 1f - smooth);
|
||||
transform.localRotation = Quaternion.Lerp(transform.localRotation, convertedQuaternion * dR, 1f - smooth);
|
||||
transform.localPosition = FilterPos(transform.localPosition, (t - dT) * translationScale);
|
||||
transform.localRotation = FilterRot(transform.localRotation, convertedQuaternion * dR);
|
||||
}
|
||||
if (kinematicInterpolation != null && kinematicInterpolation.gameObject != gameObject) {
|
||||
kinematicInterpolation.UpdateKI(updated, transform.localPosition, transform.localRotation);
|
||||
if (interpolate)
|
||||
kinematicInterpolation.UpdateKI(updated, currentT, currentR);
|
||||
else
|
||||
kinematicInterpolation.UpdateKI(updated, transform.localPosition, transform.localRotation);
|
||||
}
|
||||
|
||||
if (driftBack) {
|
||||
|
|
@ -266,6 +347,34 @@ public class OpenSeeIKTarget : MonoBehaviour
|
|||
if (!fixedUpdate)
|
||||
RunUpdate();
|
||||
}
|
||||
|
||||
class KF {
|
||||
private float R, P, Q, x;
|
||||
|
||||
public KF(float smooth) {
|
||||
P = 1f;
|
||||
x = 0f;
|
||||
SetSmoothness(smooth);
|
||||
}
|
||||
|
||||
public void SetSmoothness(float smooth) {
|
||||
P = 1f;
|
||||
Q = 0.3f;// * (Mathf.Exp(3f * smooth) + 1f);
|
||||
R = 0.000001f + Mathf.Exp(smooth * 5f);
|
||||
}
|
||||
|
||||
public float Update(float input) {
|
||||
//x = x * A;
|
||||
//P = A * P * A;
|
||||
|
||||
float K = P / (P + R);
|
||||
x = x + K * (input - x);
|
||||
//Debug.Log("P = " + P + " 1-K = " + (1f - K));
|
||||
P = (1f - K) * P + Q;
|
||||
|
||||
return x;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
|
@ -3,6 +3,8 @@ using System.Collections;
|
|||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace OpenSee {
|
||||
|
||||
public class OpenSeeKinematicInterpolation : MonoBehaviour
|
||||
{
|
||||
private Vector3 lastPos;
|
||||
|
|
@ -13,7 +15,7 @@ public class OpenSeeKinematicInterpolation : MonoBehaviour
|
|||
private Vector3 currentPosV;
|
||||
private double currentT = 0f;
|
||||
|
||||
private Vector3 lastRot;
|
||||
private Vector3 lastRot = Vector3.zero;
|
||||
private Vector3 lastRotV;
|
||||
|
||||
private Vector3 currentRot;
|
||||
|
|
@ -28,27 +30,12 @@ public class OpenSeeKinematicInterpolation : MonoBehaviour
|
|||
private double updateT;
|
||||
private double interpolateT;
|
||||
|
||||
public void PrettyEuler() {
|
||||
// Ew, but how would you do this interpolation with quaternions?
|
||||
if (currentRot.x > 270f && lastRot.x < 90f)
|
||||
currentRot.x -= 360f;
|
||||
if (currentRot.y > 270f && lastRot.y < 90f)
|
||||
currentRot.y -= 360f;
|
||||
if (currentRot.z > 270f && lastRot.z < 90f)
|
||||
currentRot.z -= 360f;
|
||||
if (currentRot.x < 90f && lastRot.x > 270f)
|
||||
lastRot.x -= 360f;
|
||||
if (currentRot.y < 90f && lastRot.y > 270f)
|
||||
lastRot.y -= 360f;
|
||||
if (currentRot.z < 90f && lastRot.z > 270f)
|
||||
lastRot.z -= 360f;
|
||||
}
|
||||
|
||||
public void UpdateKI(double newT, Vector3 newPos, Quaternion newRot) {
|
||||
Interpolate();
|
||||
currentPos = transform.localPosition;
|
||||
currentRot = OpenSeeIKTarget.PrettyEuler(currentRot, transform.localRotation.eulerAngles);
|
||||
float dTNow = (float)(interpolateT - updateT);
|
||||
if (interpolateT - updateT > 0) {
|
||||
float dTNow = (float)(interpolateT - updateT);
|
||||
currentPosV = (currentPos - lastPos) / dTNow;
|
||||
currentRotV = (currentRot - lastRot) / dTNow;
|
||||
} else {
|
||||
|
|
@ -63,8 +50,7 @@ public class OpenSeeKinematicInterpolation : MonoBehaviour
|
|||
lastT = currentT;
|
||||
|
||||
currentPos = newPos;
|
||||
currentRot = newRot.eulerAngles;
|
||||
PrettyEuler();
|
||||
currentRot = OpenSeeIKTarget.PrettyEuler(lastRot, newRot.eulerAngles);
|
||||
currentT = newT;
|
||||
dT = (float)(currentT - lastT);
|
||||
currentPosV = (currentPos - lastPos) / dT;
|
||||
|
|
@ -109,4 +95,6 @@ public class OpenSeeKinematicInterpolation : MonoBehaviour
|
|||
public void LateUpdate() {
|
||||
Interpolate();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue