@sage-rsc/talking-head-react 1.4.5 → 1.4.7
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/index.cjs +2 -2
- package/dist/index.js +783 -769
- package/package.json +1 -1
- package/src/lib/talkinghead.mjs +37 -16
package/package.json
CHANGED
package/src/lib/talkinghead.mjs
CHANGED
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@@ -1619,8 +1619,8 @@ class TalkingHead {
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*/
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applyShoulderAdjustment() {
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const tempEuler = new THREE.Euler();
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1622
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-
const targetX = 0.
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-
const maxX = 0.
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const targetX = 0.6; // Target X rotation for relaxed shoulders - lowered significantly
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const maxX = 0.7; // Maximum X rotation - lowered significantly
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// Adjust left shoulder
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if (this.poseAvatar.props['LeftShoulder.quaternion']) {
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@@ -1630,7 +1630,7 @@ class TalkingHead {
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if (tempEuler.x > maxX) {
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tempEuler.x = targetX;
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} else if (tempEuler.x > targetX) {
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tempEuler.x = targetX + (tempEuler.x - targetX) * 0.
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tempEuler.x = targetX + (tempEuler.x - targetX) * 0.2; // More aggressive reduction
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}
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leftShoulder.setFromEuler(tempEuler, 'XYZ');
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}
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@@ -1643,7 +1643,7 @@ class TalkingHead {
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if (tempEuler.x > maxX) {
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tempEuler.x = targetX;
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} else if (tempEuler.x > targetX) {
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tempEuler.x = targetX + (tempEuler.x - targetX) * 0.
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tempEuler.x = targetX + (tempEuler.x - targetX) * 0.2; // More aggressive reduction
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}
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rightShoulder.setFromEuler(tempEuler, 'XYZ');
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}
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@@ -1668,15 +1668,16 @@ class TalkingHead {
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const tempQuaternion = new THREE.Quaternion();
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// Research-based relaxed shoulder rotation values
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-
// Natural relaxed shoulders: X rotation ~0.
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// Natural relaxed shoulders: X rotation ~0.5-0.7 radians (much lower for natural look)
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// High/stiff shoulders: X rotation ~1.5-1.8 radians
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// We clamp to a
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const targetX = 0.
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-
const maxX = 0.
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// We aggressively clamp to a very relaxed position
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const targetX = 0.6; // Target X rotation for relaxed, natural shoulders (radians) - lowered significantly
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const maxX = 0.7; // Maximum allowed X rotation - lowered significantly
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// Adjust left shoulder bone directly
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if (leftShoulderBone.quaternion) {
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tempEuler.setFromQuaternion(leftShoulderBone.quaternion, 'XYZ');
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const originalX = tempEuler.x;
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// Aggressively clamp X rotation to relaxed position
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if (tempEuler.x > maxX) {
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@@ -1684,17 +1685,21 @@ class TalkingHead {
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tempEuler.x = targetX;
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} else if (tempEuler.x > targetX) {
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// Smoothly reduce if slightly above target
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-
tempEuler.x = targetX + (tempEuler.x - targetX) * 0.
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tempEuler.x = targetX + (tempEuler.x - targetX) * 0.2; // More aggressive reduction
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}
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-
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-
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-
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// Only update if we actually changed something
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if (Math.abs(tempEuler.x - originalX) > 0.01) {
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tempQuaternion.setFromEuler(tempEuler, 'XYZ');
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leftShoulderBone.quaternion.copy(tempQuaternion);
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leftShoulderBone.updateMatrixWorld(true);
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}
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}
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// Adjust right shoulder bone directly
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if (rightShoulderBone.quaternion) {
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tempEuler.setFromQuaternion(rightShoulderBone.quaternion, 'XYZ');
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const originalX = tempEuler.x;
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// Aggressively clamp X rotation to relaxed position
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if (tempEuler.x > maxX) {
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@@ -1702,12 +1707,15 @@ class TalkingHead {
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tempEuler.x = targetX;
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} else if (tempEuler.x > targetX) {
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// Smoothly reduce if slightly above target
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-
tempEuler.x = targetX + (tempEuler.x - targetX) * 0.
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tempEuler.x = targetX + (tempEuler.x - targetX) * 0.2; // More aggressive reduction
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}
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-
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-
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-
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// Only update if we actually changed something
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if (Math.abs(tempEuler.x - originalX) > 0.01) {
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tempQuaternion.setFromEuler(tempEuler, 'XYZ');
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rightShoulderBone.quaternion.copy(tempQuaternion);
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rightShoulderBone.updateMatrixWorld(true);
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}
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}
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}
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@@ -5752,6 +5760,7 @@ class TalkingHead {
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// Filter and map animation tracks
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const mappedTracks = [];
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const unmappedBones = new Set();
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let filteredShoulderTracks = 0;
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anim.tracks.forEach(track => {
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// Remove mixamorig prefix first
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let trackName = track.name.replaceAll('mixamorig', '');
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@@ -5762,6 +5771,14 @@ class TalkingHead {
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// Map bone name to avatar skeleton
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const mappedBoneName = mapBoneName(fbxBoneName);
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// Filter out shoulder rotation tracks - we'll control shoulders manually
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if (mappedBoneName && (mappedBoneName === 'LeftShoulder' || mappedBoneName === 'RightShoulder')) {
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if (property === 'quaternion' || property === 'rotation') {
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filteredShoulderTracks++;
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return; // Skip this track - don't add it to mappedTracks
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}
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}
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if (mappedBoneName && property) {
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// Create new track with mapped bone name
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const newTrackName = `${mappedBoneName}.${property}`;
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@@ -5789,6 +5806,10 @@ class TalkingHead {
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}
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});
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if (filteredShoulderTracks > 0) {
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console.log(`✓ Filtered out ${filteredShoulderTracks} shoulder rotation track(s) to prevent high shoulders`);
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}
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if (unmappedBones.size > 0) {
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console.warn(`⚠️ ${unmappedBones.size} bone(s) could not be mapped:`, Array.from(unmappedBones).sort().join(', '));
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}
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