@sage-rsc/talking-head-react 1.5.0 → 1.5.1

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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@sage-rsc/talking-head-react",
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- "version": "1.5.0",
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+ "version": "1.5.1",
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  "description": "A reusable React component for 3D talking avatars with lip-sync and text-to-speech",
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  "main": "./dist/index.cjs",
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  "module": "./dist/index.js",
@@ -1667,32 +1667,28 @@ class TalkingHead {
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  const tempEuler = new THREE.Euler();
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  const tempQuaternion = new THREE.Quaternion();
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- // Check if FBX animation is playing
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- const isFBXPlaying = this.mixer && this.currentFBXAction && this.currentFBXAction.isRunning();
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-
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- // Instead of forcing to a fixed value, reduce X rotation proportionally
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- // This maintains the relative relationship between shoulders and arms
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- // Natural relaxed shoulders: X rotation typically 0.3-0.6 radians
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- // High shoulders: X rotation > 0.8 radians
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- // We reduce high rotations by 40-50% to bring them down while maintaining arm relationships
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- const reductionFactor = isFBXPlaying ? 0.5 : 0.6; // Reduce by 50% during FBX, 40% otherwise
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- const maxAllowedX = 0.7; // Maximum allowed X rotation
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+ // Research-based relaxed shoulder rotation values
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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 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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- // Reduce X rotation proportionally if it's too high
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- if (tempEuler.x > maxAllowedX) {
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- // Reduce by percentage to maintain arm-shoulder relationship
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- tempEuler.x = maxAllowedX + (tempEuler.x - maxAllowedX) * (1 - reductionFactor);
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- } else if (tempEuler.x > 0.5) {
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- // Slight reduction for moderately high shoulders
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- tempEuler.x = tempEuler.x * (1 - reductionFactor * 0.5);
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+ // Aggressively clamp X rotation to relaxed position
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+ if (tempEuler.x > maxX) {
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+ // Force to target relaxed position
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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) * 0.2; // More aggressive reduction
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  }
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- // Only update if we changed something significantly
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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);
@@ -1705,16 +1701,16 @@ class TalkingHead {
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  tempEuler.setFromQuaternion(rightShoulderBone.quaternion, 'XYZ');
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  const originalX = tempEuler.x;
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- // Reduce X rotation proportionally if it's too high
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- if (tempEuler.x > maxAllowedX) {
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- // Reduce by percentage to maintain arm-shoulder relationship
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- tempEuler.x = maxAllowedX + (tempEuler.x - maxAllowedX) * (1 - reductionFactor);
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- } else if (tempEuler.x > 0.5) {
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- // Slight reduction for moderately high shoulders
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- tempEuler.x = tempEuler.x * (1 - reductionFactor * 0.5);
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+ // Aggressively clamp X rotation to relaxed position
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+ if (tempEuler.x > maxX) {
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+ // Force to target relaxed position
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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) * 0.2; // More aggressive reduction
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  }
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- // Only update if we changed something significantly
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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);
@@ -5764,6 +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', '');
@@ -5774,8 +5771,13 @@ class TalkingHead {
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  // Map bone name to avatar skeleton
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  const mappedBoneName = mapBoneName(fbxBoneName);
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- // Note: We allow shoulder rotation tracks to play so arms position correctly
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- // The shoulder adjustment function will override them after animation updates
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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
@@ -5804,6 +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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+
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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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  }