@voqalize/avatar 0.4.1 → 0.4.3
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/LICENSE-APACHE-2.0 +201 -0
- package/README.md +26 -95
- package/assets/README.md +30 -18
- package/assets/tanvi.glb +0 -0
- package/assets/tanya.glb +0 -0
- package/assets/tara.glb +0 -0
- package/assets/tess.glb +0 -0
- package/assets/tushar.glb +0 -0
- package/client/internal.ts +24 -0
- package/client/supports.ts +6 -7
- package/client/three/assets.ts +7 -3
- package/client/three/budgets.ts +1 -1
- package/client/three/{tara-rig.ts → character-rig.ts} +682 -540
- package/client/three/createCharacter.ts +109 -0
- package/client/three/holds.ts +8 -3
- package/client/three/internal.ts +8 -7
- package/client/three/motion-limits.json +10 -2
- package/client/three/sequences.ts +5 -5
- package/client/three/tanvi-asset.ts +6 -0
- package/client/three/tanvi.ts +30 -0
- package/client/three/tanya.ts +18 -58
- package/client/three/tara.ts +19 -60
- package/client/three/tess-asset.ts +6 -0
- package/client/three/tess.ts +30 -0
- package/client/three/tushar.ts +18 -55
- package/dist/internal.d.ts +2 -2
- package/dist/internal.d.ts.map +1 -1
- package/dist/internal.js +16 -1
- package/dist/internal.js.map +1 -1
- package/dist/supports.d.ts +6 -7
- package/dist/supports.d.ts.map +1 -1
- package/dist/supports.js +6 -7
- package/dist/supports.js.map +1 -1
- package/dist/three/assets.d.ts +2 -0
- package/dist/three/assets.d.ts.map +1 -1
- package/dist/three/assets.js +7 -3
- package/dist/three/assets.js.map +1 -1
- package/dist/three/budgets.d.ts +1 -1
- package/dist/three/budgets.js +1 -1
- package/dist/three/character-rig.d.ts +366 -0
- package/dist/three/character-rig.d.ts.map +1 -0
- package/dist/three/{tara-rig.js → character-rig.js} +633 -526
- package/dist/three/character-rig.js.map +1 -0
- package/dist/three/createCharacter.d.ts +60 -0
- package/dist/three/createCharacter.d.ts.map +1 -0
- package/dist/three/createCharacter.js +84 -0
- package/dist/three/createCharacter.js.map +1 -0
- package/dist/three/holds.d.ts +7 -2
- package/dist/three/holds.d.ts.map +1 -1
- package/dist/three/holds.js +8 -3
- package/dist/three/holds.js.map +1 -1
- package/dist/three/internal.d.ts +7 -7
- package/dist/three/internal.d.ts.map +1 -1
- package/dist/three/internal.js +6 -6
- package/dist/three/internal.js.map +1 -1
- package/dist/three/motion-limits.json +10 -2
- package/dist/three/sequences.d.ts +5 -5
- package/dist/three/sequences.js +5 -5
- package/dist/three/tanvi-asset.d.ts +7 -0
- package/dist/three/tanvi-asset.d.ts.map +1 -0
- package/dist/three/tanvi-asset.js +7 -0
- package/dist/three/tanvi-asset.js.map +1 -0
- package/dist/three/tanvi.d.ts +24 -0
- package/dist/three/tanvi.d.ts.map +1 -0
- package/dist/three/tanvi.js +24 -0
- package/dist/three/tanvi.js.map +1 -0
- package/dist/three/tanya.d.ts +16 -28
- package/dist/three/tanya.d.ts.map +1 -1
- package/dist/three/tanya.js +15 -43
- package/dist/three/tanya.js.map +1 -1
- package/dist/three/tara.d.ts +17 -22
- package/dist/three/tara.d.ts.map +1 -1
- package/dist/three/tara.js +16 -45
- package/dist/three/tara.js.map +1 -1
- package/dist/three/tess-asset.d.ts +7 -0
- package/dist/three/tess-asset.d.ts.map +1 -0
- package/dist/three/tess-asset.js +7 -0
- package/dist/three/tess-asset.js.map +1 -0
- package/dist/three/tess.d.ts +24 -0
- package/dist/three/tess.d.ts.map +1 -0
- package/dist/three/tess.js +24 -0
- package/dist/three/tess.js.map +1 -0
- package/dist/three/tushar.d.ts +16 -25
- package/dist/three/tushar.d.ts.map +1 -1
- package/dist/three/tushar.js +15 -40
- package/dist/three/tushar.js.map +1 -1
- package/package.json +10 -49
- package/src/avatar.d.ts +67 -2
- package/src/avatar.js +131 -255
- package/src/faces.js +1 -1
- package/src/gaze.js +20 -47
- package/src/idle.js +69 -27
- package/src/prosody.js +109 -15
- package/src/rig.d.ts +7 -0
- package/src/speech-timing.js +9 -0
- package/src/visemes.js +107 -13
- package/client/arjun.ts +0 -26
- package/client/createCanvasAvatar.ts +0 -72
- package/client/interviewer-female.ts +0 -4
- package/client/interviewer-male.ts +0 -4
- package/client/ishita.ts +0 -26
- package/client/kabir.ts +0 -26
- package/client/meera.ts +0 -26
- package/client/naina.ts +0 -26
- package/client/professional-female-a.ts +0 -4
- package/client/professional-female-b.ts +0 -4
- package/client/professional-male-a.ts +0 -4
- package/client/professional-male-b.ts +0 -4
- package/client/vikram.ts +0 -26
- package/dist/arjun.d.ts +0 -7
- package/dist/arjun.d.ts.map +0 -1
- package/dist/arjun.js +0 -20
- package/dist/arjun.js.map +0 -1
- package/dist/createCanvasAvatar.d.ts +0 -22
- package/dist/createCanvasAvatar.d.ts.map +0 -1
- package/dist/createCanvasAvatar.js +0 -47
- package/dist/createCanvasAvatar.js.map +0 -1
- package/dist/interviewer-female.d.ts +0 -4
- package/dist/interviewer-female.d.ts.map +0 -1
- package/dist/interviewer-female.js +0 -3
- package/dist/interviewer-female.js.map +0 -1
- package/dist/interviewer-male.d.ts +0 -4
- package/dist/interviewer-male.d.ts.map +0 -1
- package/dist/interviewer-male.js +0 -3
- package/dist/interviewer-male.js.map +0 -1
- package/dist/ishita.d.ts +0 -7
- package/dist/ishita.d.ts.map +0 -1
- package/dist/ishita.js +0 -20
- package/dist/ishita.js.map +0 -1
- package/dist/kabir.d.ts +0 -7
- package/dist/kabir.d.ts.map +0 -1
- package/dist/kabir.js +0 -20
- package/dist/kabir.js.map +0 -1
- package/dist/meera.d.ts +0 -7
- package/dist/meera.d.ts.map +0 -1
- package/dist/meera.js +0 -20
- package/dist/meera.js.map +0 -1
- package/dist/naina.d.ts +0 -7
- package/dist/naina.d.ts.map +0 -1
- package/dist/naina.js +0 -20
- package/dist/naina.js.map +0 -1
- package/dist/professional-female-a.d.ts +0 -4
- package/dist/professional-female-a.d.ts.map +0 -1
- package/dist/professional-female-a.js +0 -3
- package/dist/professional-female-a.js.map +0 -1
- package/dist/professional-female-b.d.ts +0 -4
- package/dist/professional-female-b.d.ts.map +0 -1
- package/dist/professional-female-b.js +0 -3
- package/dist/professional-female-b.js.map +0 -1
- package/dist/professional-male-a.d.ts +0 -4
- package/dist/professional-male-a.d.ts.map +0 -1
- package/dist/professional-male-a.js +0 -3
- package/dist/professional-male-a.js.map +0 -1
- package/dist/professional-male-b.d.ts +0 -4
- package/dist/professional-male-b.d.ts.map +0 -1
- package/dist/professional-male-b.js +0 -3
- package/dist/professional-male-b.js.map +0 -1
- package/dist/three/tara-rig.d.ts +0 -409
- package/dist/three/tara-rig.d.ts.map +0 -1
- package/dist/three/tara-rig.js.map +0 -1
- package/dist/vikram.d.ts +0 -7
- package/dist/vikram.d.ts.map +0 -1
- package/dist/vikram.js +0 -20
- package/dist/vikram.js.map +0 -1
- package/src/canvas/author/parts/eye.mjs +0 -722
- package/src/canvas/author/parts/hand.mjs +0 -1156
- package/src/canvas/author/parts/mouth.mjs +0 -741
- package/src/canvas/author/parts/nose.mjs +0 -100
- package/src/canvas/author/parts/skin-detail.mjs +0 -67
- package/src/canvas/author/path.mjs +0 -283
- package/src/canvas/author/rig.mjs +0 -405
- package/src/canvas/avatars/round/face.d.mts +0 -3
- package/src/canvas/avatars/round/face.mjs +0 -1307
- package/src/canvas/create-rig.d.ts +0 -15
- package/src/canvas/create-rig.js +0 -100
- package/src/canvas/data/img/professional-female-a-hair-back.webp +0 -0
- package/src/canvas/data/img/professional-female-a-hair-front.webp +0 -0
- package/src/canvas/data/img/professional-female-a-top-body.webp +0 -0
- package/src/canvas/data/img/professional-female-b-hair-back.webp +0 -0
- package/src/canvas/data/img/professional-female-b-hair-front.webp +0 -0
- package/src/canvas/data/img/professional-female-b-top-body.webp +0 -0
- package/src/canvas/data/img/professional-male-a-hair-back.webp +0 -0
- package/src/canvas/data/img/professional-male-a-hair-front.webp +0 -0
- package/src/canvas/data/img/professional-male-a-top-body.webp +0 -0
- package/src/canvas/data/img/professional-male-b-hair-back.webp +0 -0
- package/src/canvas/data/img/professional-male-b-hair-front.webp +0 -0
- package/src/canvas/data/img/professional-male-b-top-body.webp +0 -0
- package/src/canvas/data/img/round-m3-hair-back.webp +0 -0
- package/src/canvas/data/img/round-m3-hair-front.webp +0 -0
- package/src/canvas/data/img/round-m3-top-body.webp +0 -0
- package/src/canvas/data/img/round-w1-hair-back.webp +0 -0
- package/src/canvas/data/img/round-w1-hair-front.webp +0 -0
- package/src/canvas/data/img/round-w1-top-body.webp +0 -0
- package/src/canvas/data/interviewer-female.rig.json +0 -1
- package/src/canvas/data/interviewer-male.rig.json +0 -1
- package/src/canvas/data/professional-female-a.rig.json +0 -1
- package/src/canvas/data/professional-female-b.rig.json +0 -1
- package/src/canvas/data/professional-male-a.rig.json +0 -1
- package/src/canvas/data/professional-male-b.rig.json +0 -1
- package/src/canvas/src/live.js +0 -508
- package/src/canvas/src/render2d.js +0 -218
- package/src/canvas/src/rig.js +0 -297
- package/src/canvas/src/vocab.js +0 -96
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/**
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* over
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* The Blender characters' renderer: the `AvatarRig` contract (`apply(frame)` /
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* `destroy()`) over a Blender-authored GLB. One of these drives every compiled
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* character, and `createCharacter.ts` is what hands it one.
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* The whole file is one idea — **the pose channel is the interface, and every
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* renders it.** `scripts/morphs.py` authored the shape keys under the library's
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* own channel names precisely so this file never has to interpret a viseme, a
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* state or an emotion; it receives a fully mixed pose and moves geometry.
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* and a fourth, for the body: `shoulderL/R` are morph targets on the torso
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* shell like any face channel, and `breath`, `torsoLean` and `torsoTurn` are
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* each one transform of a group — a swell, a scale, a sway (see `BODY`).
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import { REST } from "../internal.js";
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* depth the triangle carrying it has. A perspective camera disagrees by
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* (offset from the axis) x (depth / distance) — which put the hair rim 3 px
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* forehead. `build_character.setup_scene` has the measurement.
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const FRAME = { bottom: -0.52, top: 1.46 };
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const FRAME_HEIGHT = FRAME.top - FRAME.bottom;
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const FRAME_CENTRE = (FRAME.top + FRAME.bottom) / 2;
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/**
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* the hard ceiling stays unreachable by construction instead of by a second
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* clamp nobody runs.
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* Head motion, in degrees at the channel's own clamp, so the envelope is
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* unreachable by construction rather than by a second clamp nobody runs.
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* Yaw is the tight axis: the albedo is a front-orthographic projection of a
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* shallow shell, and a large turn is where that reads as a cardboard cutout
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* rather than a head. A ladder rendered at 9/12/15/18/21/25/30 and read at crop
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* is clean to 21° on tara and to 18° on the tightest of the others, so 15°
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* keeps headroom; pitch and roll opened once `NECK_QUAD` made the neck's follow
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* exact. How far a pose may be *held* is a stricter question, measured per
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* character (`motion-limits.json`, applied through `holds.ts`).
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* 15°, so this widens the envelope without making it generous.
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* The yaw twist's two fields are an expansion in the angle, so their error
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* grows as θ²/6 — 0.85 % at 15°, on a displacement that is itself a fraction of
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* with its own measurement per character (`motion-limits.json`, applied through
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* **Editing these needs no rebuild, but it is not free.** The neck's fields
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* clip driving that axis. `test/nods.test.ts` bands *pitch* only — `down`,
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* - `head_parallax.py` and `validate_morphs.py` quote their gates at this
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* gone on grading 9° while the rig shipped 15° — a gate defending a number
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* nothing used. It derives both angles from here now.
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* - The yaw twist's two fields are an expansion in the angle, so their error
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* grows as θ²/6. Against the exact rotation at the maximum ramp
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* (`NECK_TWIST` = 0.5) that is 0.31 % at 9°, 0.85 % at 15°, 1.23 % at 18°
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* (`morphs.neck_twist`). The note here used to read as a wall at 9°; it is
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* not one — 15° costs under a percent of a displacement that is itself a
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* fraction of the neck's radius.
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*
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* TARA-SPECIFIC: each number is her reach before an artefact shows — yaw by
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* the cutout, pitch by the neck fold that starts to crease at 24° chin-up.
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* Both were measured on the shipping surface, one axis at a time. This is still
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* one shared pair of
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* constants for all three characters, which holds only because 15° is inside
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* every one of them; the first character that wants more than its neighbours
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* forces the envelope onto `TaraRigOptions` as a per-character fact. A second
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* avatar measures its own with the audit.
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* TARA-SPECIFIC: reach before an artefact; see 3d-avatar-tara-specific.md.
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*/
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// Exported through `internal.ts` for the instruments that need to put a real
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// angle *into* a channel, which is this scaling run backwards. The mocap
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// instrument kept its own copy for want of that export and said in a comment
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// that the copy would lie the day the envelope moved; it moved
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// that the copy would lie the day the envelope moved; it moved.
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export const HEAD_CLAMP = 1.4;
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export const HEAD_DEG = { yaw: 15, pitch: 24, roll: 8 };
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/**
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* Where the head turns about
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const PIVOT = new THREE.Vector3(0.0, 0.36, -0.22);
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export const PIVOT = new THREE.Vector3(0.0, 0.36, -0.22);
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const ROLL_PIVOT = new THREE.Vector3(0.0, 0.05, -0.22);
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export const ROLL_PIVOT = new THREE.Vector3(0.0, 0.05, -0.22);
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* What the head takes with it, from `build_character.HEAD_PARTS`. `Body` stays
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* behind, and so does `Neck` — but the neck is not *static*: it follows the
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* skull through morph targets of its own (`NECK_QUAD` below).
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const HEAD_PARTS = ["Head", "Ears", "Hair", "Eye_L", "Eye_R", "Cavity",
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"Teeth_Upper", "Teeth_Lower", "Tongue"];
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export const HEAD_PARTS = ["Head", "Ears", "Hair", "Eye_L", "Eye_R", "Cavity",
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"Teeth_Upper", "Teeth_Lower", "Tongue", "HairLayer"];
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/** One stamped vector, in glTF's frame already, or the rig's own fallback. */
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function stampedVec(extras: Record<string, unknown>, key: string, fallback: THREE.Vector3) {
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? new THREE.Vector3(v[0], v[1], v[2]) : fallback.clone();
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}
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/**
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* The body, in face-space units (glTF y is face-space v) and degrees.
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* Every mechanism is the SVG faces' (`face-core.poseTransforms`), but anatomy
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* is the floor here, not a fraction of a cartoon: at 0.6 of peep's travel a
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* 30-second listening hold moved the shoulders 2 px and read as a still with a
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* tremor — the head moving more than the body carrying it. These put that hold
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* at 4-5 px, still slow, and still well under the 1.5 Hz ceiling.
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*
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* breath A swell, not a slide (`docs/research-biomechanics.md` §6.1): the
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* ribs and clavicles lifting as much as the rib cage widening. The
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* neck and head ride the lift at the collar, derived rather than tuned
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* (peep's `neckLift`), so the neck cannot telescope: ~2.4 px, the
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* 2-3 mm a seated head really moves with a breath.
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* torso scales about a point below the frame, as peep's does about its
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* hem. The rise is a little more than the widening because what a
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* breath shows in this crop is the upper ribs and clavicles lifting as
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* much as the rib cage widening. The neck and head ride the lift at the
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* collar, derived rather than tuned (peep's `neckLift`), so the neck
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* cannot telescope — the 2-3 mm a seated head really moves with a
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* breath.
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* lean `torsoLean` as a deformation of the trunk, on the shell itself
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* (`morphs.torso_targets`) — hem pinned at the frame's lower edge, the
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* shoulders spreading and tipping as they come nearer. Only the head's
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* head take a pure translation of `leanRide` and nothing else. That is
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* Live2D's measured behaviour rather than a simplification — body angle
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* inside the head (`docs/research-
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*
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* It replaced a uniform `figure.scale.setScalar()`, which was peep's
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* `LEAN_SCALE` carried onto photographic geometry and, with the
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* orthographic camera outside the group it scaled, was arithmetically a
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* zoom: fit the displacement as a linear map and its singular values
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* came back equal to three decimals with no residual, at every lean the
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* mixer produces. What it looked like was the owner's report — the
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* shoulders swelling and dropping in half a second. The crown travelled
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* 4.56× what the eyes did, which is a head being scaled, not carried.
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* A headless audit of what the crown travels against the eyes is that
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* measurement, and its gates are what this change had to turn green.
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* inside the head (`docs/research-head-rotation.md` § 3.1).
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|
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* rolls about the hips, ~45 cm below the collar, so the trunk shifts
|
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* sideways and tips by a fraction of a degree together. peep slides
|
|
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* plateaus `torsoLean`'s field at it above the collar, so the body's
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* deformation and the head's transform are one number and meet without a
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* seam — the same arrangement `lift.position.y` already has with the breath.
|
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* A uniform scale of the whole figure in its place is a zoom and not a lean:
|
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|
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* the crown travels 4.56× what the eyes do, which is a head being scaled
|
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|
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* rather than carried.
|
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*/
|
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leanRide: 0.021,
|
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hip: -2.9,
|
|
@@ -259,34 +182,28 @@ const EYE_TILE = 0.3;
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182
|
/** Degrees per pose unit: the globe turns `pupil * GAZE_TRAVEL / GLOBE_RADIUS`
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* radians, and the head reaches `HEAD_DEG` at the clamp.
|
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*
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|
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* Exported through `internal.ts` for the same reason as the head envelope
|
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|
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* instrument that asks for "eyes on the camera through a head turn" is running
|
|
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|
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* this conversion backwards, and a second copy of it would be a second thing to
|
|
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|
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* update when the eye tile or the globe changes. */
|
|
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|
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* Exported through `internal.ts` for the same reason as the head envelope. */
|
|
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export const EYE_DEG = { x: (GAZE_TRAVEL.x / GLOBE_RADIUS) * 180 / Math.PI, y: (GAZE_TRAVEL.y / GLOBE_RADIUS) * 180 / Math.PI };
|
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const HEAD_UNIT_DEG = { x: HEAD_DEG.yaw / HEAD_CLAMP, y: HEAD_DEG.pitch / HEAD_CLAMP };
|
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|
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/**
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|
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|
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* The mixer's per-rig calibration
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|
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* audit so both measure the same face. A pose unit is an angle here
|
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|
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* pixel count on an SVG face, so the speech layer's amplitudes are tuned
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|
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* rig rather than in the library
|
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|
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* motion against this face's own motion envelope.
|
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|
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* The mixer's per-rig calibration, passed by the character's entry point and by
|
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|
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* the motion audit so both measure the same face. A pose unit is an angle here
|
|
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|
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* and a pixel count on an SVG face, so the speech layer's amplitudes are tuned
|
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|
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* per rig rather than in the library.
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*
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*
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*
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*
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*
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*
|
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|
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*
|
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|
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*
|
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|
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* Sparks; Pejsa & Andrist). The comment on each target is its world angle,
|
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|
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* x right and y down.
|
|
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|
+
* The shared look table is drawn for a line face, whose pupils cross most of an
|
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|
+
* eye, so it put every look in the eyes: a thinking look away was the iris
|
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|
+
* parked in the corner of the socket for two thirds of the state, which is
|
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+
* side-eye, not thought. Here the head carries about 60 % of a look and the
|
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|
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* eyes land a third of the way off centre, where a real eye-head shift leaves
|
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|
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* them (Freedman & Sparks; Pejsa & Andrist). The comment on each target is its
|
|
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|
+
* world angle, x right and y down.
|
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|
*
|
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203
|
* vor Real gain in the light is close to 1. A little under leaves the
|
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|
* head some say, so a nod carries the eyes a touch with it rather
|
|
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|
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* than pinning them to the lens. Vertically it is well under
|
|
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|
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*
|
|
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|
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* than pinning them to the lens. Vertically it is well under:
|
|
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|
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* her pitch is a shell tipping on a photograph and
|
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207
|
* reads as a fraction of what it is, so the eyes' full answer to
|
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208
|
* it read as the eyes moving on their own — at 0.8, THINKING's
|
|
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209
|
* up-look rolled the iris to the lid with white beneath it, and
|
|
@@ -320,10 +237,9 @@ const HEAD_UNIT_DEG = { x: HEAD_DEG.yaw / HEAD_CLAMP, y: HEAD_DEG.pitch / HEAD_C
|
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237
|
* does not have: the neck's outline holds under a twist by construction
|
|
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238
|
* (`morphs.neck_twist`), so the trunk's sway is what is left moving it — a
|
|
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239
|
* quarter to a third of it at the yaw peak in the recorded call, read as the
|
|
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|
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* neck sliding.
|
|
324
|
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* starts from 0.3 and checks its own outline at crop.
|
|
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|
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* neck sliding.
|
|
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241
|
*/
|
|
326
|
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export const
|
|
242
|
+
export const CHARACTER_TUNING = {
|
|
327
243
|
prosodyHeadGain: 1.0, prosodyFaceGain: 1, saccadeGain: 2.4, aversionGain: 1.8,
|
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244
|
trunkFollow: 0.3,
|
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|
// **The speaking face's upper half, sized for a photograph.** A reviewer read
|
|
@@ -349,9 +265,6 @@ export const TARA_TUNING = {
|
|
|
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265
|
// is being relaxed for holds `browInner` at 0.22 for the whole of `CANT_HEAR`
|
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266
|
// and was praised for it. Still a transient on a 0.55 s envelope, never a
|
|
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267
|
// held shape: the prohibition is on the hold, not the event.
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|
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|
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//
|
|
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// TARA-SPECIFIC, and fork debt: on a driver of her own these are three
|
|
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|
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// constants beside the research comment, not an option on a shared mixer.
|
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brows: {
|
|
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269
|
range: [-0.28, 0.24],
|
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floor: 0.11,
|
|
@@ -368,8 +281,6 @@ export const TARA_TUNING = {
|
|
|
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281
|
// closes them to a squint the owner read as straining at the screen, not
|
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282
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// working. Her reading scan carries the state instead: eyes off the user,
|
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283
|
// stepping along a line, the way a person at their own display looks.
|
|
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|
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// TARA-SPECIFIC: a photographic face with a deeper lid crease may want
|
|
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|
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// some of the knit back; judge it at crop against LISTENING.
|
|
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284
|
WORKING: {
|
|
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pose: { headPitch: 0.04, lidL: -0.08, lidR: -0.08, shoulderL: 0.06, shoulderR: 0.06 },
|
|
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286
|
},
|
|
@@ -381,23 +292,11 @@ export const TARA_TUNING = {
|
|
|
381
292
|
// which the shared comment already says of them. The brows keep a small
|
|
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293
|
// knit with the inner ends up: effort that is also asking. The mouth is
|
|
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294
|
// pressed at a photograph's scale; the shared -0.22 corners clear peep's
|
|
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|
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// drawn smile, and
|
|
385
|
-
// cheek push is what darkens, so a face built without one might keep a
|
|
386
|
-
// little squint — check the band under the eye at crop.
|
|
295
|
+
// drawn smile, and a compiled face rests neutral.
|
|
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296
|
//
|
|
388
|
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// The lean is attentive-sized, not the shared 0.70.
|
|
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|
-
//
|
|
390
|
-
//
|
|
391
|
-
// shoulders swelled and dropped in half a second, read by the owner as a
|
|
392
|
-
// lurch nothing like a lean. 0.22 sits in the research's sustained band
|
|
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|
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// (+0.15–0.25, research-biomechanics.md §6.3) and the ear and chin carry
|
|
394
|
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// the rest.
|
|
395
|
-
//
|
|
396
|
-
// The lean deforms the trunk now, which is exactly the condition the old
|
|
397
|
-
// note here predicted might afford more. It is left at 0.22 on purpose: the
|
|
398
|
-
// cut was made by eye at crop, and putting it back is the same kind of
|
|
399
|
-
// judgement rather than a consequence of the field changing. TARA-SPECIFIC,
|
|
400
|
-
// and the thing to re-judge first if she reads as under-committed.
|
|
297
|
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// The lean is attentive-sized, not the shared 0.70: 0.22 sits in the
|
|
298
|
+
// sustained band (+0.15–0.25, research-biomechanics.md §6.3), and the ear
|
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299
|
+
// and chin carry the rest.
|
|
401
300
|
CANT_HEAR: {
|
|
402
301
|
pose: {
|
|
403
302
|
torsoLean: 0.22, headPitch: 0.10,
|
|
@@ -409,7 +308,7 @@ export const TARA_TUNING = {
|
|
|
409
308
|
// at 0.40 left the eyes half-lidded from below over a dark band. The hunt
|
|
410
309
|
// is the wander and the flick; the face only has to be not smiling, and
|
|
411
310
|
// on a mouth that rests neutral that is a small press, not peep's -0.25
|
|
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|
-
// corners.
|
|
311
|
+
// corners.
|
|
413
312
|
SEARCHING_SCREEN: {
|
|
414
313
|
pose: { mouthPress: 0.40, mouthCornerL: -0.08, mouthCornerR: -0.08,
|
|
415
314
|
browRaiseL: -0.10, browRaiseR: -0.06 },
|
|
@@ -429,7 +328,6 @@ export const TARA_TUNING = {
|
|
|
429
328
|
// sat — hooded to a lid of 0.25-0.43 against listening's 0.14, read as
|
|
430
329
|
// a squint rather than reading. Here it holds 0.12-0.18 through the
|
|
431
330
|
// scan, and being off the user to the side is what says "busy".
|
|
432
|
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// TARA-SPECIFIC: the depth that hoods is her lid crease's.
|
|
433
331
|
OWN_SCREEN: { px: 0.14, py: 0.24, hx: 0.10, hy: 0.06 },
|
|
434
332
|
// 2.6° of head turn toward the user's side and 3.1° of roll, the eyes
|
|
435
333
|
// countered 2.0° back onto them: the ear offered, contact held from
|
|
@@ -470,6 +368,15 @@ export const TARA_TUNING = {
|
|
|
470
368
|
},
|
|
471
369
|
} as const;
|
|
472
370
|
|
|
371
|
+
/** How far a closing lid darkens the eye it covers, from where it starts to.
|
|
372
|
+
* The lid's margin and lashes throw the strip of white still showing into
|
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373
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+
* shadow; the atlas's socket shade was measured with the eye open and cannot
|
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* know that, so without this the last frames before a blink closes show a
|
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+
* bright line under a dark lash band — what a reviewer called the sclera
|
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+
* tearing across the lid. */
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+
const LID_SHADE = 0.55;
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+
const LID_SHADE_FROM = 0.3;
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+
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/**
|
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* The eye material, taught to hold its socket still while the globe turns.
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*
|
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@@ -484,7 +391,8 @@ export const TARA_TUNING = {
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* texture read on two small meshes; no pass, no draw call.
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*/
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function socketed(base: THREE.MeshStandardMaterial, side: number,
|
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gaze: { value: THREE.Matrix3 }, deep: boolean
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gaze: { value: THREE.Matrix3 }, deep: boolean,
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lid: { value: number }) {
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const material = base.clone();
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// d(u)/dx and d(v)/dy of `head_mesh.eye_uvs`: the globe is half the atlas
|
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// wide, the right eye reads it mirrored, and glTF flips v.
|
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@@ -492,6 +400,7 @@ function socketed(base: THREE.MeshStandardMaterial, side: number,
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material.onBeforeCompile = (shader) => {
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shader.uniforms.uGaze = gaze;
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shader.uniforms.uSocket = socket;
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+
shader.uniforms.uLidShade = lid;
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// The globe's hidden skirt turns at the frame's motion depth like the skin
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// that hides it; its visible cap carries a field of exactly zero, so the
|
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// socket, the iris and gaze below are unaffected by this. It turns at the
|
|
@@ -505,9 +414,10 @@ function socketed(base: THREE.MeshStandardMaterial, side: number,
|
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"#include <uv_vertex>\nvSocketUv = vMapUv + vec2(0.5, 0.0)"
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+ " + uSocket * ((uGaze * position).xy - position.xy);");
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shader.fragmentShader = shader.fragmentShader
|
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-
.replace("#include <uv_pars_fragment>",
|
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+
.replace("#include <uv_pars_fragment>",
|
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+
"#include <uv_pars_fragment>\nvarying vec2 vSocketUv;\nuniform float uLidShade;")
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|
.replace("#include <map_fragment>",
|
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-
"vec3 socket = 2.0 * texture2D( map, vSocketUv ).rgb;\n#include <map_fragment>\ndiffuseColor.rgb *= socket;")
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+
"vec3 socket = uLidShade * 2.0 * texture2D( map, vSocketUv ).rgb;\n#include <map_fragment>\ndiffuseColor.rgb *= socket;")
|
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.replace("#include <emissivemap_fragment>",
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"#include <emissivemap_fragment>\ntotalEmissiveRadiance *= socket;");
|
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};
|
|
@@ -515,152 +425,220 @@ function socketed(base: THREE.MeshStandardMaterial, side: number,
|
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return material;
|
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}
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|
-
/**
|
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|
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*
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*
|
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-
*
|
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*
|
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|
-
* Both were read off a ruler build that painted the normalised height into the
|
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|
-
* emissive term, where the output bypasses the lamps and decodes straight back
|
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|
-
* to the height that produced it. It found two things worth keeping.
|
|
526
|
-
*
|
|
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|
-
* `seam` is the height a *closed* mouth shows: pixel-weighted 0.805 on tara and
|
|
528
|
-
* 0.808 on tushar, near enough identical to be one constant rather than a
|
|
529
|
-
* per-character tuning. It is deliberately the pivot — see `cavityShade`.
|
|
530
|
-
*
|
|
531
|
-
* `falloff` is sized against the band an *open* mouth exposes, and that band is
|
|
532
|
-
* why this is measured rather than guessed: it is 0.70..0.89, the top fifth of
|
|
533
|
-
* the patch, with nothing below it even at jaw 1 and mouthOpen 1 — the patch
|
|
534
|
-
* runs far past the aperture on purpose, so that its lower edge can chase the
|
|
535
|
-
* lip without ever reaching the chin (`build_tara`, the cavity's lower edge). A
|
|
536
|
-
* ramp laid across the whole patch would put a fifth of its range in the only
|
|
537
|
-
* part anyone sees, which is the mistake the lower arch's `floor` made one
|
|
538
|
-
* commit ago by being sized against its tile instead of its visible band.
|
|
428
|
+
/**
|
|
429
|
+
* tess's "ah" photograph, down the midline of her open mouth: the colour at
|
|
430
|
+
* each depth into the lip opening, 0 at the upper lip's inner rim and 1 at the
|
|
431
|
+
* lower's, in sRGB as the photograph has it. Read at MediaPipe's inner-lip
|
|
432
|
+
* points 13 and 14, which is the same rim `build_character.lip_aperture` stamps.
|
|
539
433
|
*
|
|
540
|
-
*
|
|
541
|
-
*
|
|
542
|
-
*
|
|
434
|
+
* The shape is the thing to keep, and every reviewer's "pink and flat" is its
|
|
435
|
+
* absence: dark in the shadow of the upper arch, rising to the tongue's front
|
|
436
|
+
* two-thirds of the way down, and falling again into the floor of the mouth
|
|
437
|
+
* above the lower arch. Where either arch covers a stretch of this, what the
|
|
438
|
+
* photograph measured there is enamel and was left out — the arches draw
|
|
439
|
+
* themselves.
|
|
543
440
|
*/
|
|
544
|
-
const
|
|
441
|
+
const INTERIOR: ReadonlyArray<readonly [number, readonly [number, number, number]]> = [
|
|
442
|
+
[0.15, [60, 22, 26]],
|
|
443
|
+
[0.30, [84, 35, 41]],
|
|
444
|
+
[0.45, [122, 62, 68]],
|
|
445
|
+
[0.60, [159, 87, 93]],
|
|
446
|
+
[0.70, [144, 60, 61]],
|
|
447
|
+
[0.80, [52, 17, 15]],
|
|
448
|
+
[0.90, [40, 12, 12]],
|
|
449
|
+
];
|
|
545
450
|
|
|
546
451
|
/**
|
|
547
|
-
* The
|
|
548
|
-
*
|
|
549
|
-
*
|
|
550
|
-
*
|
|
551
|
-
*
|
|
552
|
-
|
|
553
|
-
|
|
554
|
-
|
|
555
|
-
|
|
556
|
-
*
|
|
557
|
-
*
|
|
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|
-
*
|
|
559
|
-
*
|
|
560
|
-
|
|
561
|
-
|
|
562
|
-
|
|
563
|
-
|
|
564
|
-
*
|
|
565
|
-
*
|
|
566
|
-
*
|
|
567
|
-
*
|
|
568
|
-
*
|
|
569
|
-
*
|
|
570
|
-
*
|
|
452
|
+
* The same photograph across the opening: the middle two-fifths hold the
|
|
453
|
+
* midline's colour and the rest falls to a fifth of it at the commissure — her
|
|
454
|
+
* 0.65 of enamel at the widest row is 0.44 halfway out and 0.1–0.2 at the
|
|
455
|
+
* corner. `from` is where the fall starts and `to` what is left at the corner,
|
|
456
|
+
* both as a share of the opening's half-width.
|
|
457
|
+
*/
|
|
458
|
+
const INTERIOR_RIM = { from: 0.4, to: 0.2 };
|
|
459
|
+
|
|
460
|
+
/**
|
|
461
|
+
* The photograph's enamel is 158 of 255 and the rendered upper arch's is about
|
|
462
|
+
* 232, so the profile is carried over at the ratio of the two: the interior is
|
|
463
|
+
* as dark *against the teeth* as hers is, which is the only comparison anyone
|
|
464
|
+
* makes looking into a mouth.
|
|
465
|
+
*/
|
|
466
|
+
const INTERIOR_GAIN = 232 / 158;
|
|
467
|
+
|
|
468
|
+
/**
|
|
469
|
+
* How open her mouth is in that photograph: 185 px between the inner rims at the
|
|
470
|
+
* midline over 229 between the inner corners (MediaPipe 13/14 and 78/308). A
|
|
471
|
+
* speaking mouth is rarely a third of that, and the light reaching into it
|
|
472
|
+
* falls with the opening, so the profile is dimmed by the square root of the
|
|
473
|
+
* ratio — between the solid angle's own square law, which turned every
|
|
474
|
+
* conversational viseme into a hole, and none at all, which left each one the
|
|
475
|
+
* lit pink band reviewers called flat.
|
|
476
|
+
*/
|
|
477
|
+
const INTERIOR_OPEN = 185 / 229;
|
|
478
|
+
|
|
479
|
+
/** That dimming, in GLSL, over the `uAperture` the mouth's shaders share. */
|
|
480
|
+
const OPENNESS = `sqrt(clamp(uAperture.w / (2.0 * uAperture.z * ${INTERIOR_OPEN.toFixed(3)}), 0.0, 1.0))`;
|
|
481
|
+
|
|
482
|
+
/**
|
|
483
|
+
* Where a raised tongue is read from: `tongue` = 1 paints the surface it lifts
|
|
484
|
+
* into the opening as if it were at this depth — the photograph's brightest
|
|
485
|
+
* row — rather than in the shadow of the upper arch it has moved into.
|
|
486
|
+
*/
|
|
487
|
+
const TONGUE_LIFT_AT = 0.60;
|
|
488
|
+
|
|
489
|
+
/** An `INTERIOR` knot as linear light, at `INTERIOR_GAIN`. */
|
|
490
|
+
function interiorKnot(rgb: readonly [number, number, number]) {
|
|
491
|
+
return new THREE.Color().setRGB(
|
|
492
|
+
...(rgb.map((v) => Math.min(1, (v * INTERIOR_GAIN) / 255)) as [number, number, number]), THREE.SRGBColorSpace);
|
|
493
|
+
}
|
|
494
|
+
|
|
495
|
+
const glslColor = (c: THREE.Color) => `vec3(${c.r.toFixed(5)}, ${c.g.toFixed(5)}, ${c.b.toFixed(5)})`;
|
|
496
|
+
|
|
497
|
+
/** GLSL: `vec3 interior`, the profile at depth `mouthA` in the opening. */
|
|
498
|
+
function interiorProfile() {
|
|
499
|
+
let profile = `vec3 interior = ${glslColor(interiorKnot(INTERIOR[0][1]))};\n`;
|
|
500
|
+
for (let i = 1; i < INTERIOR.length; i++) {
|
|
501
|
+
const [a0] = INTERIOR[i - 1];
|
|
502
|
+
const [a1, rgb] = INTERIOR[i];
|
|
503
|
+
profile += `interior = mix(interior, ${glslColor(interiorKnot(rgb))}, clamp((mouthA - ${a0.toFixed(3)}) / ${(a1 - a0).toFixed(3)}, 0.0, 1.0));\n`;
|
|
504
|
+
}
|
|
505
|
+
return profile;
|
|
506
|
+
}
|
|
507
|
+
|
|
508
|
+
/**
|
|
509
|
+
* The inside of the mouth — the tongue and the cavity behind it — painted from
|
|
510
|
+
* a photograph of one, at where each point sits in the lip opening the pose
|
|
511
|
+
* has made.
|
|
571
512
|
*
|
|
572
|
-
*
|
|
573
|
-
*
|
|
574
|
-
*
|
|
575
|
-
*
|
|
576
|
-
*
|
|
577
|
-
*
|
|
578
|
-
*
|
|
513
|
+
* The opening, and not the surface, because that is how the photograph's
|
|
514
|
+
* profile arises: the light reaching into a mouth is gated by the lips and
|
|
515
|
+
* shadowed by the upper arch, so the same point of tongue is bright when the
|
|
516
|
+
* jaw drops and dark when it closes. A shade stuck to the surface — what this
|
|
517
|
+
* replaced — reads as a lit object behind a hole, which at viseme D was a flat
|
|
518
|
+
* mauve plate, and at C and H put the tongue's bright crest directly under the
|
|
519
|
+
* upper teeth with dark below it: the order of the photograph, inverted.
|
|
579
520
|
*
|
|
580
|
-
*
|
|
581
|
-
*
|
|
582
|
-
*
|
|
583
|
-
*
|
|
584
|
-
*
|
|
585
|
-
*
|
|
586
|
-
|
|
521
|
+
* Emitted rather than lit, and entirely: this is sampled light, like the 75%
|
|
522
|
+
* of the face that is the photograph verbatim, and a key from above lights the
|
|
523
|
+
* dorsum brightest at its back, which is the one thing a mouth never looks
|
|
524
|
+
* like. Both surfaces take the same profile, so her mouth's absence of any
|
|
525
|
+
* tongue-to-cavity edge carries over; only a raised tongue is told apart, by
|
|
526
|
+
* `lift`, because a tongue tip at the teeth is what viseme H is.
|
|
527
|
+
*/
|
|
528
|
+
function mouthInterior(base: THREE.MeshStandardMaterial,
|
|
529
|
+
aperture: { value: THREE.Vector4 }, lift: { value: number }) {
|
|
530
|
+
const material = base.clone();
|
|
531
|
+
const profile = interiorProfile();
|
|
532
|
+
material.onBeforeCompile = (shader) => {
|
|
533
|
+
shader.uniforms.uAperture = aperture;
|
|
534
|
+
shader.uniforms.uMouthLift = lift;
|
|
535
|
+
shader.vertexShader = shader.vertexShader
|
|
536
|
+
.replace("#include <common>", "#include <common>\nvarying vec2 vMouthAt;")
|
|
537
|
+
// `transformed` after the morphs, unlike every other shade in this file:
|
|
538
|
+
// where the surface *is* in the opening is the whole question.
|
|
539
|
+
.replace("#include <morphtarget_vertex>",
|
|
540
|
+
"#include <morphtarget_vertex>\nvMouthAt = transformed.xy;");
|
|
541
|
+
shader.fragmentShader = shader.fragmentShader
|
|
542
|
+
.replace("#include <common>",
|
|
543
|
+
"#include <common>\nvarying vec2 vMouthAt;\nuniform vec4 uAperture;\nuniform float uMouthLift;")
|
|
544
|
+
.replace("#include <map_fragment>",
|
|
545
|
+
"#include <map_fragment>\ndiffuseColor.rgb = vec3(0.0);")
|
|
546
|
+
.replace("#include <emissivemap_fragment>",
|
|
547
|
+
"#include <emissivemap_fragment>\n"
|
|
548
|
+
+ "float mouthA = (uAperture.y - vMouthAt.y) / uAperture.w;\n"
|
|
549
|
+
+ `mouthA = mouthA < ${TONGUE_LIFT_AT.toFixed(2)} ? mix(mouthA, ${TONGUE_LIFT_AT.toFixed(2)}, uMouthLift) : mouthA;\n`
|
|
550
|
+
+ "float mouthS = abs(vMouthAt.x - uAperture.x) / uAperture.z;\n"
|
|
551
|
+
+ profile
|
|
552
|
+
+ `interior *= ${OPENNESS};\n`
|
|
553
|
+
+ `totalEmissiveRadiance = interior * mix(1.0, ${INTERIOR_RIM.to.toFixed(2)}, smoothstep(${INTERIOR_RIM.from.toFixed(2)}, 1.0, mouthS));`);
|
|
554
|
+
};
|
|
555
|
+
material.customProgramCacheKey = () => "mouth-interior";
|
|
556
|
+
return material;
|
|
557
|
+
}
|
|
558
|
+
|
|
559
|
+
/**
|
|
560
|
+
* The lower arch, lit by the light the tongue beside it is lit by.
|
|
587
561
|
*
|
|
588
|
-
*
|
|
589
|
-
*
|
|
590
|
-
*
|
|
591
|
-
*
|
|
592
|
-
*
|
|
593
|
-
*
|
|
594
|
-
*
|
|
595
|
-
* two lobes flanking the arch, where the aperture runs wider than the teeth do
|
|
596
|
-
* and so exposes cavity above the seam: −4 levels on tara, −5 on tushar. Those
|
|
597
|
-
* lobes are the commissures, and their being the deepest part of the mouth is
|
|
598
|
-
* right for a reason this shader did not plan — it falls out of a vertical ramp
|
|
599
|
-
* meeting a curved arch.
|
|
562
|
+
* Its tile is toned against the upper arch on a smile (`project_albedo`), a
|
|
563
|
+
* mouth open wide and pulled back, where the lower teeth take nearly the upper
|
|
564
|
+
* ones' light. Speaking, they are the deepest thing the opening shows, and
|
|
565
|
+
* tess's "ah" — open wider than any viseme — shows no lower crown at all: the
|
|
566
|
+
* row above where they would be is the darkest in the photograph. Left at the
|
|
567
|
+
* smile's tone, the sliver a C or D uncovers was a lit grey rule between that
|
|
568
|
+
* dark and the lip, which reads as a wire and not as teeth.
|
|
600
569
|
*
|
|
601
|
-
*
|
|
602
|
-
*
|
|
603
|
-
*
|
|
604
|
-
*
|
|
605
|
-
*
|
|
606
|
-
*
|
|
607
|
-
* per-character fact, just not one of its own.
|
|
570
|
+
* So the arch takes the interior's light where it stands: the profile at its
|
|
571
|
+
* depth in the opening over the profile's brightest row, which is the tongue
|
|
572
|
+
* lit as well as anything in a mouth is, and the same openness dimming. The
|
|
573
|
+
* ratio is in linear light and per channel, so the enamel goes as dark and as
|
|
574
|
+
* warm as the mouth around it, and its top edge — higher in the opening —
|
|
575
|
+
* keeps the most. The upper arch, at the lip and in the light, keeps its own.
|
|
608
576
|
*/
|
|
609
|
-
function
|
|
577
|
+
function lowerArch(base: THREE.MeshStandardMaterial, aperture: { value: THREE.Vector4 }) {
|
|
610
578
|
const material = base.clone();
|
|
611
|
-
const
|
|
612
|
-
|
|
613
|
-
|
|
614
|
-
|
|
579
|
+
const peak = interiorKnot(INTERIOR.reduce((a, b) => (b[1][0] + b[1][1] + b[1][2] > a[1][0] + a[1][1] + a[1][2] ? b : a))[1]);
|
|
580
|
+
material.onBeforeCompile = (shader) => {
|
|
581
|
+
shader.uniforms.uAperture = aperture;
|
|
582
|
+
shader.vertexShader = shader.vertexShader
|
|
583
|
+
.replace("#include <common>", "#include <common>\nvarying vec2 vMouthAt;")
|
|
584
|
+
.replace("#include <morphtarget_vertex>", "#include <morphtarget_vertex>\nvMouthAt = transformed.xy;");
|
|
585
|
+
shader.fragmentShader = shader.fragmentShader
|
|
586
|
+
.replace("#include <common>", "#include <common>\nvarying vec2 vMouthAt;\nuniform vec4 uAperture;")
|
|
587
|
+
// Both terms: the teeth are three-quarters sampled light (`emissive`
|
|
588
|
+
// in the build's `flat_material`), so dimming the lit part alone does
|
|
589
|
+
// almost nothing.
|
|
590
|
+
.replace("#include <map_fragment>",
|
|
591
|
+
"#include <map_fragment>\n"
|
|
592
|
+
+ "float mouthA = (uAperture.y - vMouthAt.y) / uAperture.w;\n"
|
|
593
|
+
+ interiorProfile()
|
|
594
|
+
+ `vec3 archLight = min(interior / ${glslColor(peak)}, vec3(1.0)) * ${OPENNESS};\n`
|
|
595
|
+
+ "diffuseColor.rgb *= archLight;")
|
|
596
|
+
.replace("#include <emissivemap_fragment>", "#include <emissivemap_fragment>\ntotalEmissiveRadiance *= archLight;");
|
|
615
597
|
};
|
|
598
|
+
material.customProgramCacheKey = () => "lower-arch";
|
|
599
|
+
return material;
|
|
600
|
+
}
|
|
601
|
+
|
|
602
|
+
/**
|
|
603
|
+
* The upper arch, with the gaps between its teeth showing the mouth.
|
|
604
|
+
*
|
|
605
|
+
* `project_albedo.project_teeth` paints everything under the incisal edge
|
|
606
|
+
* that is not a tooth — the notches between the tips — in `notch`, a neutral
|
|
607
|
+
* near-black, because the tile cannot know what the mouth behind it will be.
|
|
608
|
+
* Rendered, that strip came out a hard grey saw along the bottom of the arch:
|
|
609
|
+
* neutral against a warm interior, and at the arch's light rather than the
|
|
610
|
+
* mouth's. A gap in a row of teeth is a window onto the cavity, so it takes
|
|
611
|
+
* the cavity's own light at that height in the opening, and only the gap does
|
|
612
|
+
* — `notch` is darker than any enamel the tile carries, shaded overhang
|
|
613
|
+
* included, so the test is the texel's own brightness, and a filtered texel
|
|
614
|
+
* on a tip's edge takes a share of each.
|
|
615
|
+
*/
|
|
616
|
+
function upperArch(base: THREE.MeshStandardMaterial, aperture: { value: THREE.Vector4 }) {
|
|
617
|
+
const material = base.clone();
|
|
616
618
|
material.onBeforeCompile = (shader) => {
|
|
617
|
-
shader.uniforms.
|
|
618
|
-
shader.uniforms.uCavityShade = shade;
|
|
619
|
+
shader.uniforms.uAperture = aperture;
|
|
619
620
|
shader.vertexShader = shader.vertexShader
|
|
620
|
-
.replace("#include <common>",
|
|
621
|
-
|
|
622
|
-
// `position`, not `transformed`: `morphs.cavity_targets` translates this
|
|
623
|
-
// patch back and drops its lower edge as the jaw opens, and this shading
|
|
624
|
-
// is painted *on* the surface — so it has to ride that, not be swept
|
|
625
|
-
// across it. The raw attribute is the rest frame, before the morphs.
|
|
626
|
-
.replace("#include <begin_vertex>",
|
|
627
|
-
"#include <begin_vertex>\nvCavityAt = (position.y - uCavitySpan.x) / uCavitySpan.y;");
|
|
621
|
+
.replace("#include <common>", "#include <common>\nvarying vec2 vMouthAt;")
|
|
622
|
+
.replace("#include <morphtarget_vertex>", "#include <morphtarget_vertex>\nvMouthAt = transformed.xy;");
|
|
628
623
|
shader.fragmentShader = shader.fragmentShader
|
|
629
|
-
.replace("#include <common>",
|
|
630
|
-
"#include <common>\nvarying float vCavityAt;\nuniform vec4 uCavityShade;")
|
|
631
|
-
// No `emissivemap_fragment` half, unlike `jawShadow` and `socketed`:
|
|
632
|
-
// those modulate surfaces that emit 75% of a photograph verbatim, and
|
|
633
|
-
// this one has no emissive term at all. The diffuse is the whole output.
|
|
624
|
+
.replace("#include <common>", "#include <common>\nvarying vec2 vMouthAt;\nuniform vec4 uAperture;")
|
|
634
625
|
.replace("#include <map_fragment>",
|
|
635
626
|
"#include <map_fragment>\n"
|
|
636
|
-
+ "float
|
|
637
|
-
+ "diffuseColor.rgb *=
|
|
627
|
+
+ "float archGap = 1.0 - smoothstep(0.01, 0.30, dot(diffuseColor.rgb, vec3(0.2126, 0.7152, 0.0722)));\n"
|
|
628
|
+
+ "diffuseColor.rgb *= 1.0 - archGap;")
|
|
629
|
+
.replace("#include <emissivemap_fragment>",
|
|
630
|
+
"#include <emissivemap_fragment>\n"
|
|
631
|
+
+ "float mouthA = (uAperture.y - vMouthAt.y) / uAperture.w;\n"
|
|
632
|
+
+ interiorProfile()
|
|
633
|
+
+ `totalEmissiveRadiance = mix(totalEmissiveRadiance, interior * ${OPENNESS}, archGap);`);
|
|
638
634
|
};
|
|
639
|
-
material.customProgramCacheKey = () => "
|
|
635
|
+
material.customProgramCacheKey = () => "upper-arch";
|
|
640
636
|
return material;
|
|
641
637
|
}
|
|
642
638
|
|
|
643
639
|
/** `scripts/head_mesh.MOTION_DEPTH_ATTR`, as GLTFLoader names it: lowercased. */
|
|
644
640
|
const MOTION_DEPTH = "_motion_depth";
|
|
645
641
|
|
|
646
|
-
/**
|
|
647
|
-
* The head's frame, taught to turn as if it sat deeper than it does.
|
|
648
|
-
*
|
|
649
|
-
* Rotated at their real depth, the ears, crown, side hair and outline move
|
|
650
|
-
* nearly as far as the nose, and a nod reads as the whole head dropping
|
|
651
|
-
* (docs/research-head-rotation.md § 1). A real head's frame sits near the axis
|
|
652
|
-
* and barely moves, and that differential is what reads as rotation. Each
|
|
653
|
-
* vertex of the skin, hair and ears carries a Δz toward the viewer
|
|
654
|
-
* (`head_mesh.motion_depth`, ≤ 0 and zero across the features), and this moves
|
|
655
|
-
* it on screen by the rotated Δz: the view-space xy of modelView · (0, 0, Δz).
|
|
656
|
-
* Depth, draw order and lighting keep the real position. At rest that xy is
|
|
657
|
-
* exactly zero through the orthographic camera, so the drawing is untouched.
|
|
658
|
-
*
|
|
659
|
-
* The attribute decides, not the mesh name: the neck shares the skin material
|
|
660
|
-
* and has no field, which is why each head shell gets a clone. The same clone
|
|
661
|
-
* wears the expression maps, when the asset has them: the three shells are
|
|
662
|
-
* exactly the ones textured from the face atlas the maps are registered to.
|
|
663
|
-
*/
|
|
664
642
|
/**
|
|
665
643
|
* The vertex half of `motionDepth`, which the eye's socket shader needs too.
|
|
666
644
|
*
|
|
@@ -676,9 +654,8 @@ function turnDeep(shader: { vertexShader: string }, undoGaze = false) {
|
|
|
676
654
|
// (0, 0, Δz) into the screen plane and slides the hidden skirt out past the
|
|
677
655
|
// temple on a look alone, head square on, where the skin it hides behind has
|
|
678
656
|
// not moved at all. The frame's rotation is the one the skirt must follow, and
|
|
679
|
-
// `uGaze` is exactly the extra rotation to take back out
|
|
680
|
-
//
|
|
681
|
-
// multiply, so this needs no second uniform and no `transpose()`.
|
|
657
|
+
// `uGaze` is exactly the extra rotation to take back out — multiplying the
|
|
658
|
+
// vector from the left is its inverse, so this needs no second uniform.
|
|
682
659
|
const depth = `vec3(0.0, 0.0, ${MOTION_DEPTH})`;
|
|
683
660
|
shader.vertexShader = shader.vertexShader
|
|
684
661
|
.replace("#include <common>", `#include <common>\nattribute float ${MOTION_DEPTH};`)
|
|
@@ -688,10 +665,40 @@ function turnDeep(shader: { vertexShader: string }, undoGaze = false) {
|
|
|
688
665
|
+ "gl_Position = projectionMatrix * mvPosition;");
|
|
689
666
|
}
|
|
690
667
|
|
|
691
|
-
|
|
668
|
+
/**
|
|
669
|
+
* The head's frame, taught to turn as if it sat deeper than it does.
|
|
670
|
+
*
|
|
671
|
+
* Rotated at their real depth, the ears, crown, side hair and outline move
|
|
672
|
+
* nearly as far as the nose, and a nod reads as the whole head dropping
|
|
673
|
+
* (docs/research-head-rotation.md § 1). A real head's frame sits near the axis
|
|
674
|
+
* and barely moves, and that differential is what reads as rotation. Each
|
|
675
|
+
* vertex of the skin, hair and ears carries a Δz toward the viewer
|
|
676
|
+
* (`head_mesh.motion_depth`, ≤ 0 and zero across the features), and this moves
|
|
677
|
+
* it on screen by the rotated Δz: the view-space xy of modelView · (0, 0, Δz).
|
|
678
|
+
* Depth, draw order and lighting keep the real position. At rest that xy is
|
|
679
|
+
* exactly zero through the orthographic camera, so the drawing is untouched.
|
|
680
|
+
*
|
|
681
|
+
* The attribute decides, not the mesh name: the neck shares the skin material
|
|
682
|
+
* and has no field, which is why each head shell gets a clone. The same clone
|
|
683
|
+
* wears the expression maps, when the asset has them: the shells textured from
|
|
684
|
+
* the face atlas are exactly the ones those maps are registered to.
|
|
685
|
+
*/
|
|
686
|
+
function motionDepth(base: THREE.MeshStandardMaterial, expression?: Expression, shut?: Shut) {
|
|
692
687
|
const material = base.clone();
|
|
693
688
|
material.onBeforeCompile = (shader) => {
|
|
694
689
|
turnDeep(shader);
|
|
690
|
+
if (shut) {
|
|
691
|
+
Object.assign(shader.uniforms, shut.uniforms);
|
|
692
|
+
shader.vertexShader = shader.vertexShader
|
|
693
|
+
.replace("#include <common>", `#include <common>\n${SHUT_VERTEX_HEAD}`)
|
|
694
|
+
.replace("#include <uv_vertex>", `#include <uv_vertex>\n${SHUT_VERTEX}`);
|
|
695
|
+
shader.fragmentShader = shader.fragmentShader
|
|
696
|
+
.replace("#include <common>", `#include <common>\n${SHUT_UNIFORMS}`)
|
|
697
|
+
.replace("#include <map_fragment>", `#include <map_fragment>\n${SHUT_FRAGMENT}`)
|
|
698
|
+
.replace("#include <emissivemap_fragment>",
|
|
699
|
+
"#include <emissivemap_fragment>\n"
|
|
700
|
+
+ "totalEmissiveRadiance = mix(totalEmissiveRadiance, emissive * shutColour, shutWeight);");
|
|
701
|
+
}
|
|
695
702
|
if (!expression) return;
|
|
696
703
|
const n = expression.names.length;
|
|
697
704
|
Object.assign(shader.uniforms, expression.uniforms);
|
|
@@ -702,7 +709,8 @@ function motionDepth(base: THREE.MeshStandardMaterial, expression?: Expression)
|
|
|
702
709
|
"#include <emissivemap_fragment>\ntotalEmissiveRadiance *= expression;");
|
|
703
710
|
};
|
|
704
711
|
material.customProgramCacheKey = () =>
|
|
705
|
-
|
|
712
|
+
["tara-motion-depth", expression && `expression-${expression.names.length}`, shut && "shut"]
|
|
713
|
+
.filter(Boolean).join("-");
|
|
706
714
|
return material;
|
|
707
715
|
}
|
|
708
716
|
|
|
@@ -710,31 +718,19 @@ function motionDepth(base: THREE.MeshStandardMaterial, expression?: Expression)
|
|
|
710
718
|
* Expression maps: the light a smile or a raised brow changes, which the
|
|
711
719
|
* geometry cannot.
|
|
712
720
|
*
|
|
713
|
-
* A pixel of this face is 75% photograph, emitted,
|
|
714
|
-
*
|
|
715
|
-
*
|
|
716
|
-
*
|
|
717
|
-
*
|
|
718
|
-
*
|
|
719
|
-
*
|
|
720
|
-
*
|
|
721
|
-
* is raised to the power of its weight and multiplies the albedo's diffuse and
|
|
722
|
-
* emitted halves alike, as the jaw's shadow does — so at weight 0 it is exactly
|
|
723
|
-
* 1 and the face is the photograph, and at 1 it is the expression's light.
|
|
724
|
-
*
|
|
725
|
-
* Read at the texel's *rest* position, which is where the build registered it:
|
|
726
|
-
* the morph that lifts the cheek carries the lifted cheek's light up with its
|
|
727
|
-
* texture, so light and shape arrive together without the shader knowing
|
|
728
|
-
* where anything went.
|
|
721
|
+
* A pixel of this face is 75% photograph, emitted, so the most a morph can
|
|
722
|
+
* change by moving skin is a quarter of its shading — and that shading is the
|
|
723
|
+
* neutral photograph's, which has no nasolabial fold to deepen and no forehead
|
|
724
|
+
* line to show. A cheek morph measured 0.00% of the tile changed. So an asset
|
|
725
|
+
* can carry, per expression, a grey ratio taken from a photograph of the same
|
|
726
|
+
* face making it (`scripts/expression_maps.py`), read at the texel's *rest*
|
|
727
|
+
* position: the morph that lifts the cheek carries the lifted cheek's light up
|
|
728
|
+
* with its texture, so light and shape arrive together.
|
|
729
729
|
*
|
|
730
730
|
* Per side, because the channels are. The weights cross over at the midline
|
|
731
731
|
* rather than switching there, so a one-sided smile does not cut its fold's
|
|
732
|
-
* light off in a line down the philtrum.
|
|
733
|
-
*
|
|
734
|
-
* The maps are the one thing in the asset nothing draws: they ride on a
|
|
735
|
-
* carrier mesh (`build_tara.py`, "Expression") that exists to get the texture
|
|
736
|
-
* into the GLB, and is taken out of the scene on load. An asset without one is
|
|
737
|
-
* a face whose light never changes, which is every asset built before these.
|
|
732
|
+
* light off in a line down the philtrum. An asset with no maps is a face whose
|
|
733
|
+
* light never changes, which is a correct face.
|
|
738
734
|
*/
|
|
739
735
|
const EXPRESSION_SPLIT = 0.03;
|
|
740
736
|
/**
|
|
@@ -749,8 +745,6 @@ const EXPRESSION_SPLIT = 0.03;
|
|
|
749
745
|
* A map named here that the asset lacks is simply not read, and a map the
|
|
750
746
|
* asset has that is not named here stays at weight 0: an asset newer than its
|
|
751
747
|
* rig loses the light the rig cannot place, not the face.
|
|
752
|
-
* TARA-SPECIFIC: judged on tushar's maps at the 400 × 300 tile, the only ones
|
|
753
|
-
* that exist.
|
|
754
748
|
*/
|
|
755
749
|
const EXPRESSION_WEIGHT: Record<string, (at: (channel: string) => number) => number> = {
|
|
756
750
|
smile: (at) => at("mouthCorner") / 0.8,
|
|
@@ -821,30 +815,111 @@ function expressive(carrier: THREE.Mesh): Expression | null {
|
|
|
821
815
|
};
|
|
822
816
|
}
|
|
823
817
|
|
|
818
|
+
/** `scripts/build_character.LID_SHUT_ATTR`'s fields, as GLTFLoader names
|
|
819
|
+
* them: the displacement's u and v, and the weight. */
|
|
820
|
+
const LID_SHUT_ATTRS = ["_lid_shut_u", "_lid_shut_v", "_lid_shut_w"] as const;
|
|
821
|
+
|
|
822
|
+
/**
|
|
823
|
+
* The shut lids: a closing lid shows the photograph of the eyes closed.
|
|
824
|
+
*
|
|
825
|
+
* A 2.5-D shell has no hidden skin, so the lid that closes is the open eye's
|
|
826
|
+
* lid, stretched: the lash band and the fold drawn down over the eyeball in
|
|
827
|
+
* pale streaks, and a white edge where the stretched margin met the sclera. A
|
|
828
|
+
* reviewer watching a real call called it the eye tearing mid-blink, and at
|
|
829
|
+
* any distance it read as an eye that did not shut at all.
|
|
830
|
+
*
|
|
831
|
+
* So the build carries the neutral edited to close the eyes
|
|
832
|
+
* (`scripts/shut_lids.py`), and each lid vertex says where its texel lands
|
|
833
|
+
* when the lid is shut. A lid fragment reads that photograph *there*: shut,
|
|
834
|
+
* every pixel the lid covers is the closed photograph's own; half-shut, the
|
|
835
|
+
* margin already wears the closed lash line and the band above it closed lid
|
|
836
|
+
* skin, because that is what those texels become. The blend follows the lid's
|
|
837
|
+
* own influence, so a lid held part-way on purpose — a downward glance, a
|
|
838
|
+
* degraded link — changes a little of its content, and a blink all of it.
|
|
839
|
+
*
|
|
840
|
+
* How much each vertex may show is the build's to say (`_lid_shut_w`,
|
|
841
|
+
* `morphs.lid_shut_weight`): all of the upper lid, fading out above the crease
|
|
842
|
+
* with the lid's own pull, so the rest of the face is the photograph to the
|
|
843
|
+
* byte at any lid value, and not at rest at all.
|
|
844
|
+
*/
|
|
845
|
+
// The lid's influence over which the closed photograph arrives. Not from 0, so
|
|
846
|
+
// the lid a glance lowers keeps nearly all of its own texture; full before the
|
|
847
|
+
// lid is, so the frames a blink is seen on are the closed photograph's.
|
|
848
|
+
const SHUT_FROM = 0.1;
|
|
849
|
+
const SHUT_FULL = 0.55;
|
|
850
|
+
// ...and over which the lower lid's lash fringe does (`_lid_shut_w` below 0).
|
|
851
|
+
// The lower lid hardly moves, so its fringe can only arrive with the upper
|
|
852
|
+
// margin: any earlier and a half-open eye wears it as a heavy lower liner.
|
|
853
|
+
const SHUT_FRINGE_FROM = 0.7;
|
|
854
|
+
const SHUT_FRINGE_FULL = 0.95;
|
|
855
|
+
const SHUT_VERTEX_HEAD = [
|
|
856
|
+
...LID_SHUT_ATTRS.map((name) => `attribute float ${name};`),
|
|
857
|
+
"uniform vec2 uShutScale;", "varying vec2 vLidShut;", "varying float vLidShare;",
|
|
858
|
+
].join("\n");
|
|
859
|
+
const SHUT_VERTEX = [
|
|
860
|
+
`vLidShut = vec2(${LID_SHUT_ATTRS[0]}, ${LID_SHUT_ATTRS[1]}) * uShutScale;`,
|
|
861
|
+
`vLidShare = ${LID_SHUT_ATTRS[2]};`,
|
|
862
|
+
].join("\n");
|
|
863
|
+
const SHUT_UNIFORMS = [
|
|
864
|
+
"uniform sampler2D uShut;", "uniform vec4 uShutTile;", "uniform vec2 uShutU;",
|
|
865
|
+
"uniform vec2 uShutLid;", "uniform vec2 uShutFringe;", "varying vec2 vLidShut;", "varying float vLidShare;",
|
|
866
|
+
].join("\n");
|
|
867
|
+
const SHUT_FRAGMENT = [
|
|
868
|
+
"vec2 shutAt = clamp(uShutTile.xz + uShutTile.yw * (vMapUv + vLidShut), 0.0, 1.0);",
|
|
869
|
+
"vec3 shutColour = texture2D(uShut, shutAt).rgb;",
|
|
870
|
+
`float shutSide = smoothstep(-${EXPRESSION_SPLIT}, ${EXPRESSION_SPLIT}, uShutU.x + uShutU.y * vMapUv.x);`,
|
|
871
|
+
"float shutWeight = max(vLidShare, 0.0) * mix(uShutLid.x, uShutLid.y, shutSide)",
|
|
872
|
+
" + max(-vLidShare, 0.0) * mix(uShutFringe.x, uShutFringe.y, shutSide);",
|
|
873
|
+
"diffuseColor.rgb = mix(diffuseColor.rgb, diffuse * shutColour, shutWeight);",
|
|
874
|
+
].join("\n");
|
|
875
|
+
|
|
876
|
+
interface Shut {
|
|
877
|
+
readonly map: THREE.Texture;
|
|
878
|
+
readonly lid: THREE.Vector2;
|
|
879
|
+
readonly fringe: THREE.Vector2;
|
|
880
|
+
readonly uniforms: Record<string, THREE.IUniform>;
|
|
881
|
+
}
|
|
882
|
+
|
|
883
|
+
/** The closed photograph from its carrier's node, or `null` for an asset
|
|
884
|
+
* without one, whose lids shut on their own texels as they always have. */
|
|
885
|
+
function shutLids(carrier: THREE.Mesh): Shut | null {
|
|
886
|
+
const { shut_tile: tile, shut_u: u, shut_scale: scale } = carrier.userData;
|
|
887
|
+
const map = (carrier.material as THREE.MeshStandardMaterial).map;
|
|
888
|
+
if (!map || !Array.isArray(tile) || !Array.isArray(u) || !Array.isArray(scale)) return null;
|
|
889
|
+
const lid = new THREE.Vector2();
|
|
890
|
+
const fringe = new THREE.Vector2();
|
|
891
|
+
return {
|
|
892
|
+
map, lid, fringe,
|
|
893
|
+
uniforms: {
|
|
894
|
+
uShut: { value: map },
|
|
895
|
+
uShutTile: { value: new THREE.Vector4(tile[0], tile[1], tile[2], tile[3]) },
|
|
896
|
+
uShutU: { value: new THREE.Vector2(u[0], u[1]) },
|
|
897
|
+
uShutScale: { value: new THREE.Vector2(scale[0], scale[1]) },
|
|
898
|
+
uShutLid: { value: lid },
|
|
899
|
+
uShutFringe: { value: fringe },
|
|
900
|
+
},
|
|
901
|
+
};
|
|
902
|
+
}
|
|
903
|
+
|
|
824
904
|
/**
|
|
825
905
|
* The neck, taught to wear the jaw's shadow where the jaw is.
|
|
826
906
|
*
|
|
827
907
|
* The photograph paints the shadow the chin casts on the throat, and a painted
|
|
828
908
|
* shadow stays where it was painted: under a 9° turn the jaw crossed the top of
|
|
829
|
-
* the neck by 8 px and its shadow did not
|
|
830
|
-
*
|
|
831
|
-
*
|
|
832
|
-
*
|
|
833
|
-
*
|
|
834
|
-
*
|
|
835
|
-
*
|
|
836
|
-
* own, so the drawing is the photograph; under a turn the shadow's edge rides
|
|
837
|
-
* the rim, whatever the neck's own follow is doing.
|
|
909
|
+
* the neck by 8 px and its shadow did not, which read as the neck sliding out
|
|
910
|
+
* from under the head. So the build lifts it into a ratio tile
|
|
911
|
+
* (`project_albedo.lift_jaw_shadow`) and each neck fragment reads it at the
|
|
912
|
+
* *turned* head's rim, offset by how far the jaw has dropped — a rigid
|
|
913
|
+
* transform does not carry a morph, which was the other half of the same
|
|
914
|
+
* defect: an open mouth left the shadow banded across the throat at the closed
|
|
915
|
+
* rim with nothing casting it.
|
|
838
916
|
*
|
|
839
|
-
* The tile
|
|
840
|
-
*
|
|
841
|
-
* a texture already bound and no draw call. Its edges are white — no shadow —
|
|
842
|
-
* and the lookup is clamped to it, so a ray that lands past the tile (the
|
|
843
|
-
* throat's far side under a hard turn) reads "no shadow" rather than the hair
|
|
844
|
-
* or the iris the atlas keeps beside it.
|
|
917
|
+
* The tile's edges are white and the lookup clamped to it, so a ray landing
|
|
918
|
+
* past it reads "no shadow" rather than the hair or the iris beside it.
|
|
845
919
|
*/
|
|
846
920
|
function jawShadow(base: THREE.MeshStandardMaterial, uv: number[], extent: number[],
|
|
847
|
-
rimZ: number, headInverse: { value: THREE.Matrix4 }
|
|
921
|
+
rimZ: number, headInverse: { value: THREE.Matrix4 },
|
|
922
|
+
jawDrop: { value: number }) {
|
|
848
923
|
const material = base.clone();
|
|
849
924
|
const tile = { value: new THREE.Vector4(uv[0], uv[1], uv[2], uv[3]) };
|
|
850
925
|
const bounds = { value: new THREE.Vector4(extent[0], extent[1], extent[2], extent[3]) };
|
|
@@ -854,18 +929,21 @@ function jawShadow(base: THREE.MeshStandardMaterial, uv: number[], extent: numbe
|
|
|
854
929
|
shader.uniforms.uJawTile = tile;
|
|
855
930
|
shader.uniforms.uJawBounds = bounds;
|
|
856
931
|
shader.uniforms.uJawRim = rim;
|
|
932
|
+
shader.uniforms.uJawDrop = jawDrop;
|
|
857
933
|
shader.vertexShader = shader.vertexShader
|
|
858
934
|
.replace("#include <common>", "#include <common>\nvarying vec3 vJawView;")
|
|
859
935
|
.replace("#include <project_vertex>", "#include <project_vertex>\nvJawView = mvPosition.xyz;");
|
|
860
936
|
shader.fragmentShader = shader.fragmentShader
|
|
861
937
|
.replace("#include <common>",
|
|
862
938
|
"#include <common>\nvarying vec3 vJawView;\nuniform mat4 uHeadInverse;\n"
|
|
863
|
-
+ "uniform vec4 uJawTile;\nuniform vec4 uJawBounds;\nuniform float uJawRim
|
|
939
|
+
+ "uniform vec4 uJawTile;\nuniform vec4 uJawBounds;\nuniform float uJawRim;\n"
|
|
940
|
+
+ "uniform float uJawDrop;")
|
|
864
941
|
.replace("#include <map_fragment>",
|
|
865
942
|
"#include <map_fragment>\n"
|
|
866
943
|
+ "vec3 jawFrom = (uHeadInverse * vec4(vJawView, 1.0)).xyz;\n"
|
|
867
944
|
+ "vec3 jawRay = (uHeadInverse * vec4(0.0, 0.0, 1.0, 0.0)).xyz;\n"
|
|
868
945
|
+ "vec2 jawAt = jawFrom.xy + jawRay.xy * ((uJawRim - jawFrom.z) / jawRay.z);\n"
|
|
946
|
+
+ "jawAt.y += uJawDrop;\n"
|
|
869
947
|
+ "jawAt = clamp(jawAt, uJawBounds.xz, uJawBounds.yw);\n"
|
|
870
948
|
+ "vec3 jawShadow = texture2D(map, uJawTile.xz + uJawTile.yw * jawAt).rgb;\n"
|
|
871
949
|
+ "diffuseColor.rgb *= jawShadow;")
|
|
@@ -876,7 +954,7 @@ function jawShadow(base: THREE.MeshStandardMaterial, uv: number[], extent: numbe
|
|
|
876
954
|
return material;
|
|
877
955
|
}
|
|
878
956
|
|
|
879
|
-
/** Lamps, standing in for the four area lights `
|
|
957
|
+
/** Lamps, standing in for the four area lights `build_character.setup_scene` uses.
|
|
880
958
|
*
|
|
881
959
|
* The albedo is a photograph and already holds this face's light, so 75% of it
|
|
882
960
|
* is emitted verbatim (`emissiveFactor` in the GLB) and only the remaining 25%
|
|
@@ -891,15 +969,6 @@ const KEY = 0.26 * Math.PI;
|
|
|
891
969
|
const WRAP = 0.10 * Math.PI;
|
|
892
970
|
|
|
893
971
|
/** Frames drawn per second, capped rather than left at the display's rate.
|
|
894
|
-
*
|
|
895
|
-
* `setAnimationLoop` is `requestAnimationFrame`, so uncapped this face is drawn
|
|
896
|
-
* as fast as the viewer's hardware refreshes — 60 on most panels, 120 on a
|
|
897
|
-
* ProMotion Mac or a current flagship phone. That is the wrong way round: the
|
|
898
|
-
* device most likely to care about the battery is the one that would draw the
|
|
899
|
-
* most, and it buys nothing, because idle motion here is deliberately held
|
|
900
|
-
* under ~1.5 Hz (CLAUDE.md) and the head's travel is a few degrees, slowly, in
|
|
901
|
-
* a 400 × 300 tile. 30 samples that twenty times a cycle. Character animation
|
|
902
|
-
* ships lipsync at 24 for a living.
|
|
903
972
|
*
|
|
904
973
|
* Measured on an M1 over four paired reps against `peep`, which is the SVG
|
|
905
974
|
* avatar that already ships: uncapped at 60 the 3-D face cost 13.8 points of
|
|
@@ -914,23 +983,32 @@ const WRAP = 0.10 * Math.PI;
|
|
|
914
983
|
const RENDER_FPS = 30;
|
|
915
984
|
const MIN_FRAME_MS = 1000 / RENDER_FPS;
|
|
916
985
|
|
|
917
|
-
export interface
|
|
986
|
+
export interface CharacterRigOptions {
|
|
918
987
|
/** Called once the GLB is in the scene, for a capture tool that must wait. */
|
|
919
988
|
readonly onReady?: () => void;
|
|
920
|
-
/** The character's GLB.
|
|
921
|
-
*
|
|
922
|
-
*
|
|
923
|
-
* tuning is still applied, which is the experiment.
|
|
989
|
+
/** The character's GLB. Every build fact the rig reads (jaw-shadow tile, rim
|
|
990
|
+
* depth, morph names) travels in the GLB's own extras, so a character built
|
|
991
|
+
* by the same scripts needs nothing else.
|
|
924
992
|
*
|
|
925
|
-
* Required, and
|
|
926
|
-
*
|
|
927
|
-
* every consumer of *any* character
|
|
928
|
-
* mounted
|
|
929
|
-
* must not ([tara-asset.ts](./tara-asset.ts)). */
|
|
993
|
+
* Required, and deliberately not defaulted: a default would make this module
|
|
994
|
+
* import one character's URL, and a bundler emits assets per module — so
|
|
995
|
+
* every consumer of *any* character would ship that one's GLB whether or not
|
|
996
|
+
* they mounted it. The caller knows which character it is building; this
|
|
997
|
+
* file must not ([tara-asset.ts](./tara-asset.ts)). */
|
|
930
998
|
readonly url: string;
|
|
931
999
|
/** `false` leaves an asset's expression maps unread, for a capture tool
|
|
932
1000
|
* comparing the face with and without them. */
|
|
933
1001
|
readonly expression?: boolean;
|
|
1002
|
+
/** Keeps the drawing buffer readable after the browser has composited it, so
|
|
1003
|
+
* a caller can copy the canvas out at any moment rather than only from
|
|
1004
|
+
* inside the frame that drew it.
|
|
1005
|
+
*
|
|
1006
|
+
* A pose sheet reuses one context, holding a pose still and copying the
|
|
1007
|
+
* canvas into a tile; copy outside the drawing frame without this and the
|
|
1008
|
+
* buffer has already been cleared, which is a blank tile and not an error.
|
|
1009
|
+
* A consumer must not have it: the buffer can no longer be discarded, which
|
|
1010
|
+
* on some drivers means a second copy of every frame. */
|
|
1011
|
+
readonly readback?: boolean;
|
|
934
1012
|
}
|
|
935
1013
|
|
|
936
1014
|
const radians = (deg: number) => (deg * Math.PI) / 180;
|
|
@@ -940,21 +1018,35 @@ const radians = (deg: number) => (deg * Math.PI) / 180;
|
|
|
940
1018
|
* Three.js throws out of the constructor rather than returning anything, and it
|
|
941
1019
|
* has already written its own line to the console by then; that line is kept
|
|
942
1020
|
* because it names the underlying reason, which this one does not. */
|
|
943
|
-
function webglRenderer(): THREE.WebGLRenderer | null {
|
|
1021
|
+
function webglRenderer(readback = false): THREE.WebGLRenderer | null {
|
|
944
1022
|
try {
|
|
945
|
-
return new THREE.WebGLRenderer({ antialias: true, alpha: true });
|
|
1023
|
+
return new THREE.WebGLRenderer({ antialias: true, alpha: true, preserveDrawingBuffer: readback });
|
|
946
1024
|
} catch {
|
|
947
1025
|
return null;
|
|
948
1026
|
}
|
|
949
1027
|
}
|
|
950
1028
|
|
|
1029
|
+
/**
|
|
1030
|
+
* The lower lid follows the eye down. Its retractor is tied to the inferior
|
|
1031
|
+
* rectus, so a look down pulls the lower margin down with it by a millimetre
|
|
1032
|
+
* or two — the upper lid's half of this is the mixer's `lidBias`, and a face
|
|
1033
|
+
* whose upper lid follows while the lower one stays reads as a drowsy droop
|
|
1034
|
+
* rather than a glance. Driven through the squint target run backwards,
|
|
1035
|
+
* which is the lower lid and nothing else: at the notes gaze (`pupilY` 0.72)
|
|
1036
|
+
* the margin drops ~0.006, about 1.7 px at the 400 px tile.
|
|
1037
|
+
*/
|
|
1038
|
+
const LOWER_LID_FOLLOW = 0.35;
|
|
1039
|
+
|
|
951
1040
|
/**
|
|
952
1041
|
* Where a lid channel's influence reaches a shut eye. Not at 1, because the
|
|
953
|
-
* mixer never asks for 1: a blink is a
|
|
954
|
-
* 18 ms smoothing rounds its peak off, and this rig draws at 30 fps
|
|
955
|
-
*
|
|
956
|
-
*
|
|
957
|
-
*
|
|
1042
|
+
* mixer never asks for 1: a blink is a triangle (`idle.BLINK_DUR`), the lid
|
|
1043
|
+
* channel's 18 ms smoothing rounds its peak off, and this rig draws at 30 fps.
|
|
1044
|
+
* `LID_SHUT` was set when blinks ran 0.11–0.15 s, at the fifth percentile of
|
|
1045
|
+
* the peak a viewer actually saw (median 0.74). At the present 0.19–0.23 s
|
|
1046
|
+
* that peak is 0.85 median and 0.81 at the fifth percentile — simulated over
|
|
1047
|
+
* the same smoothing and frame phase — so every blink still lands shut, with
|
|
1048
|
+
* margin. A lid morph that shut only at 1 left every blink a quarter open — the
|
|
1049
|
+
* lid came down and the iris was still there.
|
|
958
1050
|
*
|
|
959
1051
|
* So above `LID_KNEE` the influence is eased up to meet 1 at `LID_SHUT`, and
|
|
960
1052
|
* held there: past that point the lid has landed on the lower one. Below the
|
|
@@ -965,17 +1057,6 @@ function webglRenderer(): THREE.WebGLRenderer | null {
|
|
|
965
1057
|
*
|
|
966
1058
|
* `scripts/morphs.py:influence` parses both numbers out of this file.
|
|
967
1059
|
*/
|
|
968
|
-
/**
|
|
969
|
-
* The lower lid follows the eye down. Its retractor is tied to the inferior
|
|
970
|
-
* rectus, so a look down pulls the lower margin down with it by a millimetre
|
|
971
|
-
* or two — the upper lid's half of this is the mixer's `lidBias`, and a face
|
|
972
|
-
* whose upper lid follows while the lower one stays reads as a drowsy droop
|
|
973
|
-
* rather than a glance. Driven through the squint target run backwards,
|
|
974
|
-
* which is the lower lid and nothing else: at the notes gaze (`pupilY` 0.72)
|
|
975
|
-
* the margin drops ~0.006, about 1.7 px at the 400 px tile.
|
|
976
|
-
*/
|
|
977
|
-
const LOWER_LID_FOLLOW = 0.35;
|
|
978
|
-
|
|
979
1060
|
const LID_KNEE = 0.35;
|
|
980
1061
|
const LID_SHUT = 0.66;
|
|
981
1062
|
|
|
@@ -983,24 +1064,22 @@ const LID_SHUT = 0.66;
|
|
|
983
1064
|
* A squint's influence rises faster than its channel. The mixer's values are
|
|
984
1065
|
* set where a line face's lower lid reads — a smile's squint is 0.30 — and a
|
|
985
1066
|
* photographic lower lid rising 0.30 of its travel is a pixel or two, so the
|
|
986
|
-
* squint that makes a smile real was not there.
|
|
987
|
-
*
|
|
988
|
-
* is added after it and stays linear.
|
|
1067
|
+
* squint that makes a smile real was not there. The lower-lid follow, which
|
|
1068
|
+
* runs this target backwards, is added after the curve and stays linear.
|
|
989
1069
|
*
|
|
990
|
-
*
|
|
991
|
-
*
|
|
992
|
-
*
|
|
993
|
-
*
|
|
994
|
-
*
|
|
995
|
-
*
|
|
996
|
-
*
|
|
997
|
-
*
|
|
998
|
-
*
|
|
999
|
-
*
|
|
1000
|
-
*
|
|
1001
|
-
*
|
|
1002
|
-
*
|
|
1003
|
-
* meet and the lower lid never visibly sticks.
|
|
1070
|
+
* The curve needs a ceiling as well as a lift, because the squint stacks and
|
|
1071
|
+
* the mouth does not. A *silent* smile takes squint from three layers at once —
|
|
1072
|
+
* an approval clip, the encouraging emotion and prosody's warmth — which reach
|
|
1073
|
+
* 0.51 together, while the smile map saturates at a mouth corner of 0.8 and no
|
|
1074
|
+
* layer drives the jaw, so the last third of a smile arrives as narrowing eyes
|
|
1075
|
+
* over lips that cannot part any further. On a line face that reads as warmth.
|
|
1076
|
+
* On a photograph it reads as sedation: a reviewer watching a recorded call
|
|
1077
|
+
* read those two moments as the avatar falling asleep or heavily medicated, and
|
|
1078
|
+
* named the eyes, not the mouth. The ceiling is where the face stops reading
|
|
1079
|
+
* drugged, judged at crop. The knee is low enough that an ordinary one-layer
|
|
1080
|
+
* smile is untouched (0.22 renders 0.402 against 0.403 with no ceiling), and
|
|
1081
|
+
* the approach is exponential rather than a clamp so the slope is continuous
|
|
1082
|
+
* where the two meet and the lower lid never visibly sticks.
|
|
1004
1083
|
*/
|
|
1005
1084
|
const SQUINT_CURVE = 0.6;
|
|
1006
1085
|
const SQUINT_KNEE = 0.2;
|
|
@@ -1022,17 +1101,6 @@ const lidClosure = (i: number): number => {
|
|
|
1022
1101
|
return i + (1 - LID_SHUT) * t * t;
|
|
1023
1102
|
};
|
|
1024
1103
|
|
|
1025
|
-
/**
|
|
1026
|
-
* A channel's morph influence. One line — and the lid and squint curves above — and the
|
|
1027
|
-
* same one `scripts/morphs.py:influence` uses, so a Blender preview and the
|
|
1028
|
-
* browser pose the face identically.
|
|
1029
|
-
*
|
|
1030
|
-
* It is allowed to go negative, which is what lets one target serve a
|
|
1031
|
-
* bidirectional channel: `mouthCornerL` at −1.4 is the smile target run
|
|
1032
|
-
* backwards into a frown, and `lidL` below its 0.12 rest opens the eye wider
|
|
1033
|
-
* than neutral. A rig that clamped this at 0 would silently delete the negative
|
|
1034
|
-
* half of six channels.
|
|
1035
|
-
*/
|
|
1036
1104
|
/**
|
|
1037
1105
|
* The neck's follow targets, and the one place a morph is not driven by
|
|
1038
1106
|
* `influence`.
|
|
@@ -1046,8 +1114,8 @@ const lidClosure = (i: number): number => {
|
|
|
1046
1114
|
*
|
|
1047
1115
|
* So under pitch and roll the throat tracks the skull exactly at any angle,
|
|
1048
1116
|
* and — the part worth having — the asset stops depending on the envelope.
|
|
1049
|
-
* These fields carry no angle, so `HEAD_DEG`
|
|
1050
|
-
* move without leaving
|
|
1117
|
+
* These fields carry no angle, so `HEAD_DEG` above is a runtime number that can
|
|
1118
|
+
* move without leaving a built GLB stale. Yaw's pair is a partial twist rather
|
|
1051
1119
|
* than the skull's own rotation, and the build weights its two fields so these
|
|
1052
1120
|
* same two influences drive it (`morphs.neck_twist`).
|
|
1053
1121
|
*/
|
|
@@ -1067,40 +1135,24 @@ const neckInfluence = (channel: string, pose: RigPose): number | null => {
|
|
|
1067
1135
|
|
|
1068
1136
|
/**
|
|
1069
1137
|
* The hair's roll, which is the one thing in this rig that is not a function of
|
|
1070
|
-
* the pose alone.
|
|
1138
|
+
* the pose alone. `hold` is the share of the head's roll the hanging hair
|
|
1139
|
+
* declines to take, and `hz`/`damping` are how it gets there.
|
|
1071
1140
|
*
|
|
1072
|
-
* A hank that hangs past the jaw is lying on a shoulder, and a shoulder does
|
|
1073
|
-
* tilt when the head does
|
|
1074
|
-
* and the page shows through behind it, so the shell gives up `hold` of
|
|
1075
|
-
* roll at its lowest rows and none at the crown
|
|
1076
|
-
* That is the static half and it is what fixes the gap.
|
|
1141
|
+
* A hank that hangs past the jaw is lying on a shoulder, and a shoulder does
|
|
1142
|
+
* not tilt when the head does: rolled rigidly with the skull it lifts off the
|
|
1143
|
+
* collar and the page shows through behind it, so the shell gives up `hold` of
|
|
1144
|
+
* the roll at its lowest rows and none at the crown (`morphs.hair_hold`).
|
|
1077
1145
|
*
|
|
1078
1146
|
* The other half is why roll read as a hinge at all. A rigid rotation about a
|
|
1079
|
-
* fixed point is a hinge
|
|
1080
|
-
*
|
|
1081
|
-
*
|
|
1082
|
-
*
|
|
1083
|
-
* the hair's own angle chasing the share of the roll it agrees to take.
|
|
1084
|
-
*
|
|
1085
|
-
* It is on the hair and not on the head's channels on purpose. The mixer's
|
|
1086
|
-
* per-channel time constants are shared with the SVG faces and every clip in the
|
|
1087
|
-
* library is authored pre-compensated for them, so a spring on `headRoll` would
|
|
1088
|
-
* silently re-time every nod ever authored. Secondary motion on a shell that
|
|
1089
|
-
* only this renderer has costs nothing outside it.
|
|
1090
|
-
*
|
|
1091
|
-
* 1.5 Hz is the band the library already keeps gesture under, and a hank of hair
|
|
1092
|
-
* on a real head swings near it (a 7 cm pendulum is 1.9 Hz); the damping is a
|
|
1093
|
-
* single visible overshoot, settling inside 0.8 s. Faster reads as a flick and
|
|
1147
|
+
* fixed point *is* a hinge, and what a real tilt has that this lacked is hair
|
|
1148
|
+
* that arrives late and settles (`docs/research-head-rotation.md` § 3.1:
|
|
1149
|
+
* mobility ~0.95, delay 0.8-0.9, one clear overshoot). At 0.65 that is a single
|
|
1150
|
+
* visible overshoot, inside 5% of the hold in 450 ms — faster reads as a flick,
|
|
1094
1151
|
* slower as wet hair.
|
|
1095
|
-
|
|
1096
|
-
|
|
1097
|
-
*
|
|
1098
|
-
*
|
|
1099
|
-
* constraint sets on *driven* oscillation; a settle is a one-shot and could
|
|
1100
|
-
* defensibly go faster, but there is no reason to spend the exemption: what
|
|
1101
|
-
* unhinges the roll is the hair arriving late, not the ring. At 0.65 it trails
|
|
1102
|
-
* by 93% of its travel a frame in, overshoots 5% and is inside 5% of the hold in
|
|
1103
|
-
* 450 ms — well within a phrase's hold.
|
|
1152
|
+
*
|
|
1153
|
+
* It is on the hair and not on `headRoll` on purpose: every clip in the library
|
|
1154
|
+
* is authored pre-compensated for the mixer's per-channel time constants, so a
|
|
1155
|
+
* spring on the channel would silently re-time every nod ever authored.
|
|
1104
1156
|
*/
|
|
1105
1157
|
export const HAIR_ROLL = { hold: 0.85, hz: 1.5, damping: 0.65 };
|
|
1106
1158
|
|
|
@@ -1110,9 +1162,8 @@ export const HAIR_ROLL = { hold: 0.85, hz: 1.5, damping: 0.65 };
|
|
|
1110
1162
|
* stiffness and 30 fps; this does not, which is the only reason the order of
|
|
1111
1163
|
* those two lines is worth a sentence.
|
|
1112
1164
|
*
|
|
1113
|
-
* Exported for `test/nods.test.ts
|
|
1114
|
-
*
|
|
1115
|
-
* package's surface — `packages/avatar/client/tara.ts` is.
|
|
1165
|
+
* Exported for `test/nods.test.ts`: settle time and overshoot are numbers, not
|
|
1166
|
+
* something a still frame can show.
|
|
1116
1167
|
*/
|
|
1117
1168
|
export const hairRollStep = (angle: number, rate: number, target: number, dt: number) => {
|
|
1118
1169
|
const w = 2 * Math.PI * HAIR_ROLL.hz;
|
|
@@ -1128,6 +1179,16 @@ const hairInfluence = (channel: string, extra: number): number | null => {
|
|
|
1128
1179
|
return null;
|
|
1129
1180
|
};
|
|
1130
1181
|
|
|
1182
|
+
/**
|
|
1183
|
+
* A channel's morph influence — the same law `scripts/morphs.py:influence`
|
|
1184
|
+
* uses, so a Blender preview and the browser pose the face identically.
|
|
1185
|
+
*
|
|
1186
|
+
* It is allowed to go negative, which is what lets one target serve a
|
|
1187
|
+
* bidirectional channel: `mouthCornerL` at −1.4 is the smile target run
|
|
1188
|
+
* backwards into a frown, and `lidL` below its rest opens the eye wider than
|
|
1189
|
+
* neutral. A rig that clamped this at 0 would silently delete the negative half
|
|
1190
|
+
* of every channel that has one.
|
|
1191
|
+
*/
|
|
1131
1192
|
const influence = (channel: string, value: number): number => {
|
|
1132
1193
|
const rest = (REST as Record<string, number>)[channel] ?? 0;
|
|
1133
1194
|
const i = (value - rest) / (1 - rest);
|
|
@@ -1150,27 +1211,22 @@ const expressionWeights = (pose: RigPose, side: "L" | "R", expression: Expressio
|
|
|
1150
1211
|
});
|
|
1151
1212
|
};
|
|
1152
1213
|
|
|
1153
|
-
|
|
1154
|
-
|
|
1155
|
-
|
|
1156
|
-
const { onReady, url, expression: readExpression = true } =
|
|
1157
|
-
(options ?? {}) as TaraRigOptions;
|
|
1214
|
+
export function createCharacterRig(mount: HTMLElement, options?: unknown): AvatarRig {
|
|
1215
|
+
const { onReady, url, expression: readExpression = true, readback = false } =
|
|
1216
|
+
(options ?? {}) as CharacterRigOptions;
|
|
1158
1217
|
// A missing `url` is a caller's defect, not a browser condition — the WebGL
|
|
1159
1218
|
// path below degrades because a driver is nobody's fault, whereas this would
|
|
1160
1219
|
// otherwise be a 404 on a path spelled `undefined`.
|
|
1161
|
-
if (!url) throw new TypeError("
|
|
1220
|
+
if (!url) throw new TypeError("createCharacterRig: `url` is required");
|
|
1162
1221
|
const scene = new THREE.Scene();
|
|
1163
1222
|
const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0.1, 100);
|
|
1164
1223
|
camera.position.set(0, FRAME_CENTRE, 6);
|
|
1165
1224
|
camera.lookAt(0, FRAME_CENTRE, 0);
|
|
1166
1225
|
|
|
1167
|
-
const renderer = webglRenderer();
|
|
1168
|
-
//
|
|
1169
|
-
//
|
|
1170
|
-
//
|
|
1171
|
-
// it, over a browser condition that is nobody's defect. WebGL is unavailable
|
|
1172
|
-
// more often than it looks — a driver on a blocklist, a hardened profile, a
|
|
1173
|
-
// remote desktop — and the right outcome is a call that still has audio,
|
|
1226
|
+
const renderer = webglRenderer(readback);
|
|
1227
|
+
// `createAvatar` is synchronous, so anything thrown here lands in the
|
|
1228
|
+
// consumer's window and takes the call page with it over a browser condition
|
|
1229
|
+
// that is nobody's defect. The right outcome is a call that still has audio,
|
|
1174
1230
|
// captions and states, with an empty tile where the head would be.
|
|
1175
1231
|
//
|
|
1176
1232
|
// `warn` rather than `error` on purpose: `[avatar]` console errors mean a
|
|
@@ -1207,20 +1263,18 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
|
|
|
1207
1263
|
// `trunk` sways everything, and `lift` carries the neck and head on the
|
|
1208
1264
|
// breath the torso takes inside `trunk` — and on the lean's rigid share,
|
|
1209
1265
|
// which reaches the head the same way for the same reason.
|
|
1210
|
-
//
|
|
1211
|
-
// There were three. The outermost was `figure`, and it existed only to scale
|
|
1212
|
-
// the whole character for `torsoLean`; with the camera a sibling rather than
|
|
1213
|
-
// a child, that was a zoom and not a lean. The trunk deforms on the shell now
|
|
1214
|
-
// (`morphs.torso_targets`), so the group has no work left and is gone rather
|
|
1215
|
-
// than left behind as an identity transform for someone to wonder about.
|
|
1216
1266
|
const trunk = new THREE.Group();
|
|
1217
1267
|
const lift = new THREE.Group();
|
|
1218
1268
|
const head = new THREE.Group();
|
|
1219
|
-
|
|
1269
|
+
// The asset's own, once it has loaded; these hold the shape of the hierarchy
|
|
1270
|
+
// until then, and nothing draws before that.
|
|
1271
|
+
let pivot = PIVOT.clone();
|
|
1272
|
+
let rollPivot = ROLL_PIVOT.clone();
|
|
1273
|
+
head.position.copy(pivot);
|
|
1220
1274
|
// Yaw and pitch turn `head`; roll turns `tilt`, which rides inside them at
|
|
1221
|
-
// the chin (
|
|
1275
|
+
// the chin (`rollPivot`), so the parts hang from `tilt`.
|
|
1222
1276
|
const tilt = new THREE.Group();
|
|
1223
|
-
tilt.position.subVectors(
|
|
1277
|
+
tilt.position.subVectors(rollPivot, pivot);
|
|
1224
1278
|
scene.add(trunk);
|
|
1225
1279
|
trunk.add(lift);
|
|
1226
1280
|
lift.add(head);
|
|
@@ -1238,34 +1292,49 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
|
|
|
1238
1292
|
const eyes: THREE.Object3D[] = [];
|
|
1239
1293
|
// Both globes turn together, so one rotation serves both sockets.
|
|
1240
1294
|
const gaze = { value: new THREE.Matrix3() };
|
|
1295
|
+
const lidShade = { L: { value: 1 }, R: { value: 1 } };
|
|
1241
1296
|
const turn = new THREE.Matrix4();
|
|
1242
1297
|
let expression: Expression | null = null;
|
|
1298
|
+
let shut: Shut | null = null;
|
|
1243
1299
|
// The `Hair` shell, on a character whose hair hangs low enough to have the
|
|
1244
|
-
// roll pair
|
|
1245
|
-
|
|
1300
|
+
// roll pair, and the `HairLayer` over the body, on one whose hair is a layer
|
|
1301
|
+
// of its own; empty where the hair stops beside the temple (`HAIR_ROLL`).
|
|
1302
|
+
const hairMeshes: THREE.Mesh[] = [];
|
|
1246
1303
|
// The head's roll in the asset's own frame — what both the neck's follow and
|
|
1247
1304
|
// the hair's are authored about — and the hair's own, which chases it.
|
|
1248
1305
|
let headRollRad = 0;
|
|
1249
1306
|
let hairRollRad = 0;
|
|
1250
1307
|
let hairRate = 0;
|
|
1251
1308
|
let hairSeeded = false;
|
|
1309
|
+
// How far the jaw's rim travels at jaw = 1 on this asset, and the uniform the
|
|
1310
|
+
// neck's shadow reads it through at the pose's influence (`jawShadow`).
|
|
1311
|
+
let jawRimTravel = 0;
|
|
1312
|
+
const jawDrop = { value: 0 };
|
|
1313
|
+
// The lip opening at rest and each channel's move of it, off the shell
|
|
1314
|
+
// (`build_character.lip_aperture`), as [top, bottom, left, right]; and what
|
|
1315
|
+
// `mouthInterior` reads it through, as (centre, top, half-width, height).
|
|
1316
|
+
let aperture: { rest: number[]; deltas: [string, number[]][] } | null = null;
|
|
1317
|
+
const mouthOpening = { value: new THREE.Vector4(0, 0, 1, 1) };
|
|
1318
|
+
const tongueLift = { value: 0 };
|
|
1252
1319
|
|
|
1253
1320
|
/** The share of the head's roll the hair settles at. */
|
|
1254
1321
|
const hairTarget = () => headRollRad * (1 - HAIR_ROLL.hold);
|
|
1255
1322
|
|
|
1256
1323
|
const writeHair = () => {
|
|
1257
|
-
const dictionary = hairMesh?.morphTargetDictionary;
|
|
1258
|
-
const influences = hairMesh?.morphTargetInfluences;
|
|
1259
|
-
if (!dictionary || !influences) return;
|
|
1260
1324
|
const extra = hairRollRad - headRollRad;
|
|
1261
|
-
for (const
|
|
1262
|
-
const
|
|
1263
|
-
|
|
1325
|
+
for (const mesh of hairMeshes) {
|
|
1326
|
+
const dictionary = mesh.morphTargetDictionary;
|
|
1327
|
+
const influences = mesh.morphTargetInfluences;
|
|
1328
|
+
if (!dictionary || !influences) continue;
|
|
1329
|
+
for (const [channel, index] of Object.entries(dictionary)) {
|
|
1330
|
+
const term = hairInfluence(channel, extra);
|
|
1331
|
+
if (term !== null) influences[index] = term;
|
|
1332
|
+
}
|
|
1264
1333
|
}
|
|
1265
1334
|
};
|
|
1266
1335
|
|
|
1267
1336
|
const stepHair = (dt: number) => {
|
|
1268
|
-
if (!
|
|
1337
|
+
if (!hairMeshes.length || !hairSeeded) return;
|
|
1269
1338
|
({ angle: hairRollRad, rate: hairRate } =
|
|
1270
1339
|
hairRollStep(hairRollRad, hairRate, hairTarget(), dt));
|
|
1271
1340
|
};
|
|
@@ -1279,9 +1348,10 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
|
|
|
1279
1348
|
// of the wrong aspect shows more or less background rather than a face of
|
|
1280
1349
|
// the wrong shape. The atlas cannot be stretched: it is a photograph.
|
|
1281
1350
|
// Symmetric about the camera, which is *already* at the frame's centre
|
|
1282
|
-
// height
|
|
1283
|
-
// the face rendered 0.47 face heights low, at exactly the right size,
|
|
1284
|
-
// reads as a framing choice rather than as the arithmetic error it
|
|
1351
|
+
// height — offsetting the frustum by that centre as well applies it twice,
|
|
1352
|
+
// and the face rendered 0.47 face heights low, at exactly the right size,
|
|
1353
|
+
// which reads as a framing choice rather than as the arithmetic error it
|
|
1354
|
+
// was.
|
|
1285
1355
|
const halfHeight = FRAME_HEIGHT / 2;
|
|
1286
1356
|
const halfWidth = (halfHeight * width) / height;
|
|
1287
1357
|
camera.top = halfHeight;
|
|
@@ -1305,7 +1375,7 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
|
|
|
1305
1375
|
const influences = mesh.morphTargetInfluences;
|
|
1306
1376
|
if (!dictionary || !influences) continue;
|
|
1307
1377
|
const neck = mesh.name === "Neck";
|
|
1308
|
-
const hair = mesh
|
|
1378
|
+
const hair = hairMeshes.includes(mesh);
|
|
1309
1379
|
for (const [channel, index] of Object.entries(dictionary)) {
|
|
1310
1380
|
// The hair carries the head's roll channel too, and it is neither a
|
|
1311
1381
|
// channel value nor the head's own angle: it is how much *further* than
|
|
@@ -1316,9 +1386,11 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
|
|
|
1316
1386
|
if (term !== null) { influences[index] = term; continue; }
|
|
1317
1387
|
}
|
|
1318
1388
|
// The neck's head targets are the rotation's two terms, not a channel
|
|
1319
|
-
// scaled by the influence law. Only on the neck
|
|
1320
|
-
//
|
|
1321
|
-
|
|
1389
|
+
// scaled by the influence law. Only on the neck and the hair layer's
|
|
1390
|
+
// yaw hold (`morphs.hair_layer_targets`), whose field carries the hold
|
|
1391
|
+
// and takes the skull's own angle: the same three channel names on the
|
|
1392
|
+
// head group are a rigid transform, and nowhere else.
|
|
1393
|
+
if (neck || (hair && mesh.name === "HairLayer")) {
|
|
1322
1394
|
const term = neckInfluence(channel, pose);
|
|
1323
1395
|
if (term !== null) { influences[index] = term; continue; }
|
|
1324
1396
|
}
|
|
@@ -1328,6 +1400,23 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
|
|
|
1328
1400
|
influences[index] = (value === undefined ? 0 : influence(channel, value)) - follow;
|
|
1329
1401
|
}
|
|
1330
1402
|
}
|
|
1403
|
+
// The chin's shadow on the throat rides the same channel the chin does.
|
|
1404
|
+
jawDrop.value = jawRimTravel
|
|
1405
|
+
* (pose.jaw === undefined ? 0 : influence("jaw", pose.jaw));
|
|
1406
|
+
if (aperture) {
|
|
1407
|
+
const at = aperture.rest.slice();
|
|
1408
|
+
for (const [channel, delta] of aperture.deltas) {
|
|
1409
|
+
const value = pose[channel];
|
|
1410
|
+
if (value === undefined) continue;
|
|
1411
|
+
const k = influence(channel, value);
|
|
1412
|
+
for (let i = 0; i < 4; i++) at[i] += k * delta[i];
|
|
1413
|
+
}
|
|
1414
|
+
// A floor on the height so a shut mouth divides by something: the seam
|
|
1415
|
+
// it shows is a line, and what colour a line is does not read.
|
|
1416
|
+
mouthOpening.value.set((at[2] + at[3]) / 2, at[0], Math.max((at[3] - at[2]) / 2, 1e-3),
|
|
1417
|
+
Math.max(at[0] - at[1], 2e-3));
|
|
1418
|
+
}
|
|
1419
|
+
tongueLift.value = pose.tongue === undefined ? 0 : influence("tongue", pose.tongue);
|
|
1331
1420
|
// Blender's Z is face-space v, so its yaw is about Z, its pitch about X and
|
|
1332
1421
|
// its roll about Y. The export maps Blender (x, y, z) to glTF (x, z, −y),
|
|
1333
1422
|
// so Blender +Z *is* glTF +Y and Blender +X is glTF +X: yaw and pitch carry
|
|
@@ -1335,15 +1424,9 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
|
|
|
1335
1424
|
// is glTF −Z, and that is a statement about two axes and not about the
|
|
1336
1425
|
// channel.
|
|
1337
1426
|
//
|
|
1338
|
-
// Yaw
|
|
1339
|
-
//
|
|
1340
|
-
//
|
|
1341
|
-
// *left* on a positive `headYaw`, against `params.js`'s stated sign. It
|
|
1342
|
-
// survived because the same negation was in `build_tara.pose_head`, so the
|
|
1343
|
-
// Blender preview and the browser agreed with each other and only disagreed
|
|
1344
|
-
// with the library. `gaze.js` is what makes it a defect rather than a
|
|
1345
|
-
// convention: it hands `pupilX` and `headYaw` the same aversion term, so
|
|
1346
|
-
// tara's eyes went one way and her head went the other.
|
|
1427
|
+
// Yaw is not negated, and a negation here survived for a long time because
|
|
1428
|
+
// `build_character.pose_head` had the same one: the Blender preview and the
|
|
1429
|
+
// browser agreed with each other and only disagreed with the library.
|
|
1347
1430
|
//
|
|
1348
1431
|
// YXZ because that is the order a neck composes in — yaw carrying the pitch
|
|
1349
1432
|
// — rather than the order three.js defaults to.
|
|
@@ -1388,14 +1471,43 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
|
|
|
1388
1471
|
);
|
|
1389
1472
|
}
|
|
1390
1473
|
if (eyes.length) gaze.value.setFromMatrix4(turn.makeRotationFromEuler(eyes[0].rotation));
|
|
1474
|
+
for (const side of ["L", "R"] as const) {
|
|
1475
|
+
const value = pose[`lid${side}`];
|
|
1476
|
+
const i = value === undefined ? 0 : influence(`lid${side}`, value);
|
|
1477
|
+
lidShade[side].value = 1 - LID_SHADE * THREE.MathUtils.smoothstep(i, LID_SHADE_FROM, 1);
|
|
1478
|
+
}
|
|
1391
1479
|
if (expression) {
|
|
1392
1480
|
expressionWeights(pose, "L", expression, expression.left);
|
|
1393
1481
|
expressionWeights(pose, "R", expression, expression.right);
|
|
1394
1482
|
}
|
|
1483
|
+
if (shut) {
|
|
1484
|
+
const closure = (channel: "lidL" | "lidR") => {
|
|
1485
|
+
const value = pose[channel];
|
|
1486
|
+
return value === undefined ? 0 : influence(channel, value);
|
|
1487
|
+
};
|
|
1488
|
+
const [l, r] = [closure("lidL"), closure("lidR")];
|
|
1489
|
+
const { smoothstep } = THREE.MathUtils;
|
|
1490
|
+
shut.lid.set(smoothstep(l, SHUT_FROM, SHUT_FULL), smoothstep(r, SHUT_FROM, SHUT_FULL));
|
|
1491
|
+
shut.fringe.set(smoothstep(l, SHUT_FRINGE_FROM, SHUT_FRINGE_FULL),
|
|
1492
|
+
smoothstep(r, SHUT_FRINGE_FROM, SHUT_FRINGE_FULL));
|
|
1493
|
+
}
|
|
1395
1494
|
};
|
|
1396
1495
|
|
|
1397
1496
|
new GLTFLoader().load(url, (gltf) => {
|
|
1398
1497
|
if (destroyed) return;
|
|
1498
|
+
// Where this head turns and tilts, and what rides its skull, are facts
|
|
1499
|
+
// about this head — measured by the build, stamped into the scene, and read
|
|
1500
|
+
// here before anything is reparented into the frames they define. An asset
|
|
1501
|
+
// that predates the stamp keeps the constants above, which are the numbers
|
|
1502
|
+
// it was built with.
|
|
1503
|
+
const stamp = (gltf.scene.userData ?? {}) as Record<string, unknown>;
|
|
1504
|
+
pivot = stampedVec(stamp, "head_pivot", PIVOT);
|
|
1505
|
+
rollPivot = stampedVec(stamp, "roll_pivot", ROLL_PIVOT);
|
|
1506
|
+
head.position.copy(pivot);
|
|
1507
|
+
tilt.position.subVectors(rollPivot, pivot);
|
|
1508
|
+
const headParts = Array.isArray(stamp.head_parts)
|
|
1509
|
+
&& stamp.head_parts.every((n) => typeof n === "string")
|
|
1510
|
+
? stamp.head_parts as string[] : HEAD_PARTS;
|
|
1399
1511
|
trunk.add(gltf.scene);
|
|
1400
1512
|
// Collect the morphed meshes *before* reparenting: every one of them is a
|
|
1401
1513
|
// head part, so a traverse of `gltf.scene` after the move finds only the
|
|
@@ -1406,7 +1518,15 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
|
|
|
1406
1518
|
if (mesh.isMesh && mesh.morphTargetDictionary) morphed.push(mesh);
|
|
1407
1519
|
// Kept aside as well: its roll pair is driven by a clock and not only by a
|
|
1408
1520
|
// pose, so the render loop has to reach it between poses (`HAIR_ROLL`).
|
|
1409
|
-
if (mesh.isMesh && mesh.name === "Hair"
|
|
1521
|
+
if (mesh.isMesh && (mesh.name === "Hair" || mesh.name === "HairLayer")
|
|
1522
|
+
&& mesh.morphTargetDictionary) hairMeshes.push(mesh);
|
|
1523
|
+
// Hair that lies over the body is in front of everything the portrait
|
|
1524
|
+
// has, and it turns with the skull where the chest does not: tested
|
|
1525
|
+
// against depth, a nod swings the lower hank back through the chest.
|
|
1526
|
+
if (mesh.isMesh && mesh.name === "HairLayer") {
|
|
1527
|
+
(mesh.material as THREE.Material).depthTest = false;
|
|
1528
|
+
mesh.renderOrder = 1;
|
|
1529
|
+
}
|
|
1410
1530
|
});
|
|
1411
1531
|
// Out of the scene before anything draws it: it carries the maps, and is
|
|
1412
1532
|
// one triangle behind the body that nothing should pay a draw call for.
|
|
@@ -1418,26 +1538,40 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
|
|
|
1418
1538
|
carrier.geometry.dispose();
|
|
1419
1539
|
(carrier.material as THREE.Material).dispose();
|
|
1420
1540
|
}
|
|
1421
|
-
|
|
1541
|
+
const shutCarrier = gltf.scene.getObjectByName("Shut") as THREE.Mesh | undefined;
|
|
1542
|
+
if (shutCarrier) {
|
|
1543
|
+
shutCarrier.removeFromParent();
|
|
1544
|
+
shut = shutLids(shutCarrier);
|
|
1545
|
+
if (!shut) (shutCarrier.material as THREE.MeshStandardMaterial).map?.dispose();
|
|
1546
|
+
shutCarrier.geometry.dispose();
|
|
1547
|
+
(shutCarrier.material as THREE.Material).dispose();
|
|
1548
|
+
}
|
|
1549
|
+
for (const name of headParts) {
|
|
1422
1550
|
const part = gltf.scene.getObjectByName(name);
|
|
1423
1551
|
// Reparenting moves the object into the tilt's frame, whose origin is
|
|
1424
|
-
//
|
|
1425
|
-
// `attach()` would do this from the world matrix, which has
|
|
1426
|
-
// computed yet at load.
|
|
1552
|
+
// the roll pivot, so subtract that to leave the part where it was
|
|
1553
|
+
// authored. `attach()` would do this from the world matrix, which has
|
|
1554
|
+
// not been computed yet at load.
|
|
1427
1555
|
if (part) {
|
|
1428
|
-
part.position.sub(
|
|
1556
|
+
part.position.sub(rollPivot);
|
|
1429
1557
|
tilt.add(part);
|
|
1430
1558
|
}
|
|
1431
1559
|
}
|
|
1432
1560
|
// One clone per source material, shared by every shell that carries the
|
|
1433
1561
|
// field; a mesh without it keeps the material it came with.
|
|
1562
|
+
// The shell with the lids is a clone of its own: the ears and the hair
|
|
1563
|
+
// share its material and have no lid attributes to read.
|
|
1434
1564
|
const turned = new Map<THREE.Material, THREE.MeshStandardMaterial>();
|
|
1565
|
+
const lidded = new Map<THREE.Material, THREE.MeshStandardMaterial>();
|
|
1435
1566
|
head.traverse((object) => {
|
|
1436
1567
|
const mesh = object as THREE.Mesh;
|
|
1437
1568
|
if (!mesh.isMesh || !mesh.geometry.getAttribute(MOTION_DEPTH)) return;
|
|
1438
1569
|
const base = mesh.material as THREE.MeshStandardMaterial;
|
|
1439
|
-
const
|
|
1440
|
-
turned
|
|
1570
|
+
const withLids = shut !== null && LID_SHUT_ATTRS.every((name) => mesh.geometry.getAttribute(name) !== undefined);
|
|
1571
|
+
const cache = withLids ? lidded : turned;
|
|
1572
|
+
const own = cache.get(base)
|
|
1573
|
+
?? motionDepth(base, expression ?? undefined, withLids ? shut ?? undefined : undefined);
|
|
1574
|
+
cache.set(base, own);
|
|
1441
1575
|
mesh.material = own;
|
|
1442
1576
|
});
|
|
1443
1577
|
// The neck rides the breath with the head; the torso *is* the breath. Both
|
|
@@ -1445,15 +1579,18 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
|
|
|
1445
1579
|
// origin until a pose arrives, so moving the neck needs no correction.
|
|
1446
1580
|
const neck = gltf.scene.getObjectByName("Neck") as THREE.Mesh | undefined;
|
|
1447
1581
|
if (neck) lift.add(neck);
|
|
1448
|
-
// The shadow's map comes from the build (`
|
|
1582
|
+
// The shadow's map comes from the build (`build_character.py`, the neck); an
|
|
1449
1583
|
// asset without it keeps the shadow painted on, as every build did before.
|
|
1450
1584
|
const skull = head.getObjectByName("Head");
|
|
1451
|
-
const { jaw_shadow_uv: jawUv, jaw_shadow_extent: jawExtent, jaw_shadow_rim_z: jawRim
|
|
1452
|
-
|
|
1585
|
+
const { jaw_shadow_uv: jawUv, jaw_shadow_extent: jawExtent, jaw_shadow_rim_z: jawRim,
|
|
1586
|
+
jaw_shadow_drop: jawTravel } = neck?.userData ?? {};
|
|
1453
1587
|
if (neck && skull && Array.isArray(jawUv) && Array.isArray(jawExtent) && typeof jawRim === "number") {
|
|
1454
1588
|
const headInverse = { value: new THREE.Matrix4() };
|
|
1589
|
+
// A build that predates the travel keeps the shadow rotating but not
|
|
1590
|
+
// opening, which is where this started and is still better than no tile.
|
|
1591
|
+
jawRimTravel = typeof jawTravel === "number" ? jawTravel : 0;
|
|
1455
1592
|
neck.material = jawShadow(neck.material as THREE.MeshStandardMaterial, jawUv, jawExtent,
|
|
1456
|
-
jawRim, headInverse);
|
|
1593
|
+
jawRim, headInverse, jawDrop);
|
|
1457
1594
|
neck.onBeforeRender = (_renderer, _scene, camera) => {
|
|
1458
1595
|
headInverse.value.multiplyMatrices(camera.matrixWorldInverse, skull.matrixWorld).invert();
|
|
1459
1596
|
};
|
|
@@ -1479,21 +1616,29 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
|
|
|
1479
1616
|
// before the globes carried the field keeps the socket shader alone.
|
|
1480
1617
|
mesh.material = socketed(mesh.material as THREE.MeshStandardMaterial,
|
|
1481
1618
|
name === "Eye_L" ? -1 : 1, gaze,
|
|
1482
|
-
mesh.geometry.getAttribute(MOTION_DEPTH) !== undefined
|
|
1619
|
+
mesh.geometry.getAttribute(MOTION_DEPTH) !== undefined,
|
|
1620
|
+
name === "Eye_L" ? lidShade.L : lidShade.R);
|
|
1483
1621
|
eyes.push(globe);
|
|
1484
1622
|
}
|
|
1485
|
-
// The mouth's inside,
|
|
1486
|
-
//
|
|
1487
|
-
// hard-codes a `tara_` prefix, so tushar's cavity material
|
|
1488
|
-
// `tara_cavity` as well, and the mesh is what distinguishes it.
|
|
1489
|
-
|
|
1490
|
-
|
|
1491
|
-
|
|
1492
|
-
|
|
1493
|
-
|
|
1494
|
-
|
|
1495
|
-
|
|
1623
|
+
// The mouth's inside, painted against the opening the lips make
|
|
1624
|
+
// (`mouthInterior`). Found by *mesh* name rather than material name:
|
|
1625
|
+
// `flat_material` hard-codes a `tara_` prefix, so tushar's cavity material
|
|
1626
|
+
// is called `tara_cavity` as well, and the mesh is what distinguishes it.
|
|
1627
|
+
// An asset built before the shell carried its opening keeps the flat fill.
|
|
1628
|
+
const opening = skull?.userData?.aperture as
|
|
1629
|
+
{ rest?: unknown; deltas?: Record<string, unknown> } | undefined;
|
|
1630
|
+
if (opening && Array.isArray(opening.rest) && opening.rest.length === 4) {
|
|
1631
|
+
aperture = { rest: opening.rest as number[],
|
|
1632
|
+
deltas: Object.entries(opening.deltas ?? {})
|
|
1633
|
+
.filter((e): e is [string, number[]] => Array.isArray(e[1]) && e[1].length === 4) };
|
|
1634
|
+
for (const [name, lift] of [["Cavity", { value: 0 }], ["Tongue", tongueLift]] as const) {
|
|
1635
|
+
const mesh = head.getObjectByName(name) as THREE.Mesh | undefined;
|
|
1636
|
+
if (mesh) mesh.material = mouthInterior(mesh.material as THREE.MeshStandardMaterial, mouthOpening, lift);
|
|
1496
1637
|
}
|
|
1638
|
+
const lower = head.getObjectByName("Teeth_Lower") as THREE.Mesh | undefined;
|
|
1639
|
+
if (lower) lower.material = lowerArch(lower.material as THREE.MeshStandardMaterial, mouthOpening);
|
|
1640
|
+
const upper = head.getObjectByName("Teeth_Upper") as THREE.Mesh | undefined;
|
|
1641
|
+
if (upper) upper.material = upperArch(upper.material as THREE.MeshStandardMaterial, mouthOpening);
|
|
1497
1642
|
}
|
|
1498
1643
|
// A rig with no morph targets still renders a perfectly good rest pose, so
|
|
1499
1644
|
// the failure mode of losing them is a face that simply never moves — which
|
|
@@ -1505,15 +1650,11 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
|
|
|
1505
1650
|
onReady?.();
|
|
1506
1651
|
}, undefined, (error: unknown) => console.error("[avatar] could not load this character", url, error));
|
|
1507
1652
|
|
|
1508
|
-
//
|
|
1509
|
-
//
|
|
1510
|
-
//
|
|
1511
|
-
//
|
|
1512
|
-
//
|
|
1513
|
-
// and waits for the next one — 50 ms, i.e. 20 fps, not 30. Four milliseconds
|
|
1514
|
-
// is under half the interval of every rate worth caring about (8.3 at 120,
|
|
1515
|
-
// 11.1 at 90, 16.7 at 60), so it can never admit two frames where one belongs,
|
|
1516
|
-
// and it puts 60, 90 and 120 Hz all on 30 fps.
|
|
1653
|
+
// rAF fires on the panel's own grid, so elapsed lands *near* the frame
|
|
1654
|
+
// interval and never on it, and a bare `elapsed < MIN_FRAME_MS` rejects the
|
|
1655
|
+
// frame it wants and waits for the next — 20 fps, not 30. The tolerance is
|
|
1656
|
+
// under half the interval at 120, 90 and 60 Hz, so it can never admit two
|
|
1657
|
+
// frames where one belongs.
|
|
1517
1658
|
const GRID_TOLERANCE_MS = 4;
|
|
1518
1659
|
let lastFrameMs = 0;
|
|
1519
1660
|
renderer.setAnimationLoop(() => {
|
|
@@ -1564,6 +1705,7 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
|
|
|
1564
1705
|
});
|
|
1565
1706
|
// A uniform, not a material's map, so the traverse above never meets it.
|
|
1566
1707
|
expression?.map.dispose();
|
|
1708
|
+
shut?.map.dispose();
|
|
1567
1709
|
renderer.dispose();
|
|
1568
1710
|
renderer.domElement.remove();
|
|
1569
1711
|
},
|