@voqalize/avatar 0.4.2 → 0.4.4
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 +11 -98
- package/assets/README.md +28 -17
- 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 +4 -0
- package/client/supports.ts +6 -7
- package/client/three/assets.ts +2 -0
- package/client/three/budgets.ts +1 -1
- package/client/three/{tara-rig.ts → character-rig.ts} +708 -547
- package/client/three/createCharacter.ts +109 -0
- package/client/three/holds.ts +1 -1
- package/client/three/internal.ts +4 -3
- package/client/three/motion-limits.json +5 -1
- 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.ts +17 -59
- package/client/three/tushar.ts +18 -55
- package/dist/internal.d.ts +1 -1
- package/dist/internal.d.ts.map +1 -1
- package/dist/internal.js +5 -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 +1 -0
- package/dist/three/assets.d.ts.map +1 -1
- package/dist/three/assets.js +2 -0
- 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} +664 -525
- 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.js +1 -1
- package/dist/three/holds.js.map +1 -1
- package/dist/three/internal.d.ts +3 -3
- package/dist/three/internal.d.ts.map +1 -1
- package/dist/three/internal.js +2 -2
- package/dist/three/internal.js.map +1 -1
- package/dist/three/motion-limits.json +5 -1
- 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.d.ts +15 -29
- package/dist/three/tess.d.ts.map +1 -1
- package/dist/three/tess.js +14 -44
- package/dist/three/tess.js.map +1 -1
- 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 +7 -50
- package/src/avatar.d.ts +2 -0
- package/src/avatar.js +99 -220
- package/src/gaze.js +1 -3
- package/src/idle.js +10 -2
- package/src/prosody.js +7 -3
- package/src/speech-timing.js +28 -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 -423
- 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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* Three kinds of control, in the order they appear below:
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* head group `headYaw` / `headPitch` / `headRoll`, as a rotation of the
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* eye globes `pupilX` / `pupilY`, as a rotation of the eyeball, because
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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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* (see `expressive`).
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import { REST } from "../internal.js";
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import { JAW_OF_OPEN, REST, VISEME_SHAPES } from "../internal.js";
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import type { AvatarFrame, AvatarRig, RigPose } from "../internal.js";
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import * as THREE from "three";
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import { GLTFLoader } from "three/addons/loaders/GLTFLoader.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_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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* Head motion, in degrees at the channel's own clamp
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* These are the program's *working* envelope, mapped so that a channel pinned to
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* clamp nobody runs.
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* **It opened on 2026-09-12, from yaw ±6°, pitch ±5°, roll ±3°.** That
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* envelope made Busso's neutral-speech numbers unreachable: his mean
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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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* that margin, not her asset. 15° keeps 3° of headroom under the 18° the
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* tightest of them read.
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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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* the neck's radius (`morphs.neck_twist`).
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* with its own measurement per character (`motion-limits.json`, applied through
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* other.
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*
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* **Editing these needs no rebuild, but it is not free.** The neck's fields
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* carry no angle, so `tara.glb` cannot go stale against them. What a number
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* - Every clip is authored in channel units, so a degree here re-sizes every
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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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* envelope. `validate_morphs` reads `morphs.head_envelope()`, but
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* `head_parallax.POSES` hardcoded `yaw 9` until 2026-09-18 and would have
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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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*
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* Where the head turns about. v 0.36 is the jaw angle and the earlobe, and it
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export const PIVOT = new THREE.Vector3(0.0, 0.36, -0.22);
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* Where the head *tilts* about, from `morphs.ROLL_PIVOT`: the midline just
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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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* 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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* 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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* 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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* 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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* moves every head part by 1.00 ± 0.02 and adds no differential motion
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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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* 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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* 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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* the crown travels 4.56× what the eyes do, which is a head being scaled
|
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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,
|
|
@@ -260,34 +182,28 @@ const EYE_TILE = 0.3;
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/** 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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* Exported through `internal.ts` for the same reason as the head envelope
|
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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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* 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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* 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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* 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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* 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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* 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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* 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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* eyes land a third of the way off centre, where a real eye-head shift leaves
|
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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
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* 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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* her pitch is a shell tipping on a photograph and
|
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* reads as a fraction of what it is, so the eyes' full answer to
|
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|
* it read as the eyes moving on their own — at 0.8, THINKING's
|
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|
* up-look rolled the iris to the lid with white beneath it, and
|
|
@@ -321,10 +237,9 @@ const HEAD_UNIT_DEG = { x: HEAD_DEG.yaw / HEAD_CLAMP, y: HEAD_DEG.pitch / HEAD_C
|
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* does not have: the neck's outline holds under a twist by construction
|
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|
* (`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.
|
|
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|
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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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|
*/
|
|
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|
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export const
|
|
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|
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export const CHARACTER_TUNING = {
|
|
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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
|
|
@@ -350,9 +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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// 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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// constants beside the research comment, not an option on a shared mixer.
|
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brows: {
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range: [-0.28, 0.24],
|
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floor: 0.11,
|
|
@@ -369,8 +281,6 @@ export const TARA_TUNING = {
|
|
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281
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// closes them to a squint the owner read as straining at the screen, not
|
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// working. Her reading scan carries the state instead: eyes off the user,
|
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283
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// 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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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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|
},
|
|
@@ -382,23 +292,11 @@ export const TARA_TUNING = {
|
|
|
382
292
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// 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
|
|
386
|
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// cheek push is what darkens, so a face built without one might keep a
|
|
387
|
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// little squint — check the band under the eye at crop.
|
|
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|
+
// drawn smile, and a compiled face rests neutral.
|
|
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296
|
//
|
|
389
|
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// The lean is attentive-sized, not the shared 0.70.
|
|
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|
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//
|
|
391
|
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//
|
|
392
|
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// shoulders swelled and dropped in half a second, read by the owner as a
|
|
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|
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// 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
|
|
395
|
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// the rest.
|
|
396
|
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//
|
|
397
|
-
// The lean deforms the trunk now, which is exactly the condition the old
|
|
398
|
-
// note here predicted might afford more. It is left at 0.22 on purpose: the
|
|
399
|
-
// cut was made by eye at crop, and putting it back is the same kind of
|
|
400
|
-
// judgement rather than a consequence of the field changing. TARA-SPECIFIC,
|
|
401
|
-
// 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.
|
|
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300
|
CANT_HEAR: {
|
|
403
301
|
pose: {
|
|
404
302
|
torsoLean: 0.22, headPitch: 0.10,
|
|
@@ -410,7 +308,7 @@ export const TARA_TUNING = {
|
|
|
410
308
|
// at 0.40 left the eyes half-lidded from below over a dark band. The hunt
|
|
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309
|
// is the wander and the flick; the face only has to be not smiling, and
|
|
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310
|
// on a mouth that rests neutral that is a small press, not peep's -0.25
|
|
413
|
-
// corners.
|
|
311
|
+
// corners.
|
|
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312
|
SEARCHING_SCREEN: {
|
|
415
313
|
pose: { mouthPress: 0.40, mouthCornerL: -0.08, mouthCornerR: -0.08,
|
|
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314
|
browRaiseL: -0.10, browRaiseR: -0.06 },
|
|
@@ -430,7 +328,6 @@ export const TARA_TUNING = {
|
|
|
430
328
|
// sat — hooded to a lid of 0.25-0.43 against listening's 0.14, read as
|
|
431
329
|
// a squint rather than reading. Here it holds 0.12-0.18 through the
|
|
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330
|
// scan, and being off the user to the side is what says "busy".
|
|
433
|
-
// TARA-SPECIFIC: the depth that hoods is her lid crease's.
|
|
434
331
|
OWN_SCREEN: { px: 0.14, py: 0.24, hx: 0.10, hy: 0.06 },
|
|
435
332
|
// 2.6° of head turn toward the user's side and 3.1° of roll, the eyes
|
|
436
333
|
// countered 2.0° back onto them: the ear offered, contact held from
|
|
@@ -471,6 +368,15 @@ export const TARA_TUNING = {
|
|
|
471
368
|
},
|
|
472
369
|
} as const;
|
|
473
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
|
|
373
|
+
* 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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375
|
+
* 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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381
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* The eye material, taught to hold its socket still while the globe turns.
|
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*
|
|
@@ -485,7 +391,8 @@ export const TARA_TUNING = {
|
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485
391
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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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490
397
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// d(u)/dx and d(v)/dy of `head_mesh.eye_uvs`: the globe is half the atlas
|
|
491
398
|
// wide, the right eye reads it mirrored, and glTF flips v.
|
|
@@ -493,6 +400,7 @@ function socketed(base: THREE.MeshStandardMaterial, side: number,
|
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400
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material.onBeforeCompile = (shader) => {
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401
|
shader.uniforms.uGaze = gaze;
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402
|
shader.uniforms.uSocket = socket;
|
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403
|
+
shader.uniforms.uLidShade = lid;
|
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404
|
// The globe's hidden skirt turns at the frame's motion depth like the skin
|
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405
|
// that hides it; its visible cap carries a field of exactly zero, so the
|
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406
|
// socket, the iris and gaze below are unaffected by this. It turns at the
|
|
@@ -506,9 +414,10 @@ function socketed(base: THREE.MeshStandardMaterial, side: number,
|
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414
|
"#include <uv_vertex>\nvSocketUv = vMapUv + vec2(0.5, 0.0)"
|
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507
415
|
+ " + uSocket * ((uGaze * position).xy - position.xy);");
|
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416
|
shader.fragmentShader = shader.fragmentShader
|
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|
-
.replace("#include <uv_pars_fragment>",
|
|
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|
+
.replace("#include <uv_pars_fragment>",
|
|
418
|
+
"#include <uv_pars_fragment>\nvarying vec2 vSocketUv;\nuniform float uLidShade;")
|
|
510
419
|
.replace("#include <map_fragment>",
|
|
511
|
-
"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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421
|
.replace("#include <emissivemap_fragment>",
|
|
513
422
|
"#include <emissivemap_fragment>\ntotalEmissiveRadiance *= socket;");
|
|
514
423
|
};
|
|
@@ -516,152 +425,228 @@ function socketed(base: THREE.MeshStandardMaterial, side: number,
|
|
|
516
425
|
return material;
|
|
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426
|
}
|
|
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427
|
|
|
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|
-
/**
|
|
520
|
-
*
|
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521
|
-
*
|
|
522
|
-
*
|
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523
|
-
*
|
|
524
|
-
* Both were read off a ruler build that painted the normalised height into the
|
|
525
|
-
* emissive term, where the output bypasses the lamps and decodes straight back
|
|
526
|
-
* to the height that produced it. It found two things worth keeping.
|
|
527
|
-
*
|
|
528
|
-
* `seam` is the height a *closed* mouth shows: pixel-weighted 0.805 on tara and
|
|
529
|
-
* 0.808 on tushar, near enough identical to be one constant rather than a
|
|
530
|
-
* per-character tuning. It is deliberately the pivot — see `cavityShade`.
|
|
531
|
-
*
|
|
532
|
-
* `falloff` is sized against the band an *open* mouth exposes, and that band is
|
|
533
|
-
* why this is measured rather than guessed: it is 0.70..0.89, the top fifth of
|
|
534
|
-
* the patch, with nothing below it even at jaw 1 and mouthOpen 1 — the patch
|
|
535
|
-
* runs far past the aperture on purpose, so that its lower edge can chase the
|
|
536
|
-
* lip without ever reaching the chin (`build_tara`, the cavity's lower edge). A
|
|
537
|
-
* ramp laid across the whole patch would put a fifth of its range in the only
|
|
538
|
-
* part anyone sees, which is the mistake the lower arch's `floor` made one
|
|
539
|
-
* 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.
|
|
540
433
|
*
|
|
541
|
-
*
|
|
542
|
-
*
|
|
543
|
-
*
|
|
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.
|
|
544
440
|
*/
|
|
545
|
-
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
|
+
];
|
|
546
450
|
|
|
547
451
|
/**
|
|
548
|
-
* The
|
|
549
|
-
*
|
|
550
|
-
*
|
|
551
|
-
*
|
|
552
|
-
|
|
553
|
-
|
|
554
|
-
|
|
555
|
-
|
|
556
|
-
|
|
557
|
-
|
|
558
|
-
|
|
559
|
-
*
|
|
560
|
-
*
|
|
561
|
-
*
|
|
562
|
-
*
|
|
563
|
-
*
|
|
564
|
-
*
|
|
565
|
-
*
|
|
566
|
-
|
|
567
|
-
|
|
568
|
-
|
|
569
|
-
|
|
570
|
-
|
|
571
|
-
|
|
452
|
+
* The photograph's enamel is 158 of 255 and the rendered upper arch's is about
|
|
453
|
+
* 232, so the profile is carried over at the ratio of the two: the interior is
|
|
454
|
+
* as dark *against the teeth* as hers is, which is the only comparison anyone
|
|
455
|
+
* makes looking into a mouth.
|
|
456
|
+
*/
|
|
457
|
+
const INTERIOR_GAIN = 232 / 158;
|
|
458
|
+
|
|
459
|
+
/** The same, applied to the photograph in linear light, where its tile is read. */
|
|
460
|
+
const INTERIOR_GAIN_LINEAR = INTERIOR_GAIN ** 2.2;
|
|
461
|
+
|
|
462
|
+
/**
|
|
463
|
+
* How open her mouth is in that photograph: 185 px between the inner rims at the
|
|
464
|
+
* midline over 229 between the inner corners (MediaPipe 13/14 and 78/308). A
|
|
465
|
+
* speaking mouth is rarely a third of that, and the light reaching into it
|
|
466
|
+
* falls with the opening, so the profile is dimmed by the square root of the
|
|
467
|
+
* ratio — between the solid angle's own square law, which turned every
|
|
468
|
+
* conversational viseme into a hole, and none at all, which left each one the
|
|
469
|
+
* lit pink band reviewers called flat.
|
|
470
|
+
*/
|
|
471
|
+
const INTERIOR_OPEN = 185 / 229;
|
|
472
|
+
|
|
473
|
+
/** That dimming, in GLSL, over the `uAperture` the mouth's shaders share. */
|
|
474
|
+
const OPENNESS = `sqrt(clamp(uAperture.w / (2.0 * uAperture.z * ${INTERIOR_OPEN.toFixed(3)}), 0.0, 1.0))`;
|
|
475
|
+
|
|
476
|
+
/**
|
|
477
|
+
* Where a raised tongue is read from: `tongue` = 1 paints the surface it lifts
|
|
478
|
+
* into the opening from `from` down to `at` — `at` the photograph's brightest
|
|
479
|
+
* row — rather than in the shadow of the upper arch it has moved into. A span
|
|
480
|
+
* and not a row: read at one row, every height of it took the same texels,
|
|
481
|
+
* and the photograph's tongue drew as vertical streaks down a slab. Squeezed
|
|
482
|
+
* into the span it keeps its crown, rolling off toward the teeth.
|
|
483
|
+
*/
|
|
484
|
+
const TONGUE_LIFT = { from: 0.25, at: 0.60 };
|
|
485
|
+
|
|
486
|
+
/** An `INTERIOR` knot as linear light, at `INTERIOR_GAIN`. */
|
|
487
|
+
function interiorKnot(rgb: readonly [number, number, number]) {
|
|
488
|
+
return new THREE.Color().setRGB(
|
|
489
|
+
...(rgb.map((v) => Math.min(1, (v * INTERIOR_GAIN) / 255)) as [number, number, number]), THREE.SRGBColorSpace);
|
|
490
|
+
}
|
|
491
|
+
|
|
492
|
+
const glslColor = (c: THREE.Color) => `vec3(${c.r.toFixed(5)}, ${c.g.toFixed(5)}, ${c.b.toFixed(5)})`;
|
|
493
|
+
|
|
494
|
+
/** GLSL: `vec3 interior`, the profile at depth `mouthA` in the opening. */
|
|
495
|
+
function interiorProfile() {
|
|
496
|
+
let profile = `vec3 interior = ${glslColor(interiorKnot(INTERIOR[0][1]))};\n`;
|
|
497
|
+
for (let i = 1; i < INTERIOR.length; i++) {
|
|
498
|
+
const [a0] = INTERIOR[i - 1];
|
|
499
|
+
const [a1, rgb] = INTERIOR[i];
|
|
500
|
+
profile += `interior = mix(interior, ${glslColor(interiorKnot(rgb))}, clamp((mouthA - ${a0.toFixed(3)}) / ${(a1 - a0).toFixed(3)}, 0.0, 1.0));\n`;
|
|
501
|
+
}
|
|
502
|
+
return profile;
|
|
503
|
+
}
|
|
504
|
+
|
|
505
|
+
/**
|
|
506
|
+
* The inside of the mouth — the tongue and the cavity behind it — painted from
|
|
507
|
+
* a photograph of one, at where each point sits in the lip opening the pose
|
|
508
|
+
* has made.
|
|
572
509
|
*
|
|
573
|
-
*
|
|
574
|
-
*
|
|
575
|
-
*
|
|
576
|
-
*
|
|
577
|
-
*
|
|
578
|
-
*
|
|
579
|
-
*
|
|
510
|
+
* The opening, and not the surface, because that is how the photograph's
|
|
511
|
+
* profile arises: the light reaching into a mouth is gated by the lips and
|
|
512
|
+
* shadowed by the upper arch, so the same point of tongue is bright when the
|
|
513
|
+
* jaw drops and dark when it closes. A shade stuck to the surface — what this
|
|
514
|
+
* replaced — reads as a lit object behind a hole, which at viseme D was a flat
|
|
515
|
+
* mauve plate, and at C and H put the tongue's bright crest directly under the
|
|
516
|
+
* upper teeth with dark below it: the order of the photograph, inverted.
|
|
580
517
|
*
|
|
581
|
-
*
|
|
582
|
-
*
|
|
583
|
-
*
|
|
584
|
-
*
|
|
585
|
-
*
|
|
586
|
-
*
|
|
587
|
-
|
|
518
|
+
* Emitted rather than lit, and entirely: this is sampled light, like the 75%
|
|
519
|
+
* of the face that is the photograph verbatim, and a key from above lights the
|
|
520
|
+
* dorsum brightest at its back, which is the one thing a mouth never looks
|
|
521
|
+
* like. Both surfaces read the same picture, so her mouth's absence of any
|
|
522
|
+
* tongue-to-cavity edge carries over; only a raised tongue is told apart, by
|
|
523
|
+
* `lift`, because a tongue tip at the teeth is what viseme H is.
|
|
524
|
+
*/
|
|
525
|
+
function mouthInterior(base: THREE.MeshStandardMaterial,
|
|
526
|
+
aperture: { value: THREE.Vector4 }, lift: { value: number },
|
|
527
|
+
extent: readonly number[] | null) {
|
|
528
|
+
const material = base.clone();
|
|
529
|
+
// The photograph itself where the asset carries it (`project_albedo.project_interior`),
|
|
530
|
+
// and its midline where it does not.
|
|
531
|
+
const tiled = material.map !== null && extent !== null;
|
|
532
|
+
let paint: string;
|
|
533
|
+
if (tiled) {
|
|
534
|
+
const [s0, s1, a0, a1] = extent!;
|
|
535
|
+
paint = `vec2 tileAt = clamp(vec2((mouthX - ${s0.toFixed(3)}) / ${(s1 - s0).toFixed(3)},`
|
|
536
|
+
+ ` (mouthA - ${a0.toFixed(3)}) / ${(a1 - a0).toFixed(3)}), 0.0, 1.0);\n`
|
|
537
|
+
+ `vec3 interior = min(texture2D(map, tileAt).rgb * ${INTERIOR_GAIN_LINEAR.toFixed(4)}, vec3(1.0));\n`;
|
|
538
|
+
} else {
|
|
539
|
+
paint = interiorProfile();
|
|
540
|
+
}
|
|
541
|
+
material.onBeforeCompile = (shader) => {
|
|
542
|
+
shader.uniforms.uAperture = aperture;
|
|
543
|
+
shader.uniforms.uMouthLift = lift;
|
|
544
|
+
shader.vertexShader = shader.vertexShader
|
|
545
|
+
.replace("#include <common>", "#include <common>\nvarying vec2 vMouthAt;")
|
|
546
|
+
// `transformed` after the morphs, unlike every other shade in this file:
|
|
547
|
+
// where the surface *is* in the opening is the whole question.
|
|
548
|
+
.replace("#include <morphtarget_vertex>",
|
|
549
|
+
"#include <morphtarget_vertex>\nvMouthAt = transformed.xy;");
|
|
550
|
+
shader.fragmentShader = shader.fragmentShader
|
|
551
|
+
.replace("#include <common>",
|
|
552
|
+
"#include <common>\nvarying vec2 vMouthAt;\nuniform vec4 uAperture;\nuniform float uMouthLift;")
|
|
553
|
+
.replace("#include <map_fragment>", "diffuseColor.rgb = vec3(0.0);")
|
|
554
|
+
.replace("#include <emissivemap_fragment>",
|
|
555
|
+
"#include <emissivemap_fragment>\n"
|
|
556
|
+
+ "float mouthA0 = (uAperture.y - vMouthAt.y) / uAperture.w;\n"
|
|
557
|
+
+ `float mouthA = mouthA0 < ${TONGUE_LIFT.at.toFixed(2)} ? mix(mouthA0, ${TONGUE_LIFT.from.toFixed(2)}`
|
|
558
|
+
+ ` + max(mouthA0, 0.0) * ${((TONGUE_LIFT.at - TONGUE_LIFT.from) / TONGUE_LIFT.at).toFixed(4)}, uMouthLift) : mouthA0;\n`
|
|
559
|
+
+ "float mouthX = (vMouthAt.x - uAperture.x) / uAperture.z;\n"
|
|
560
|
+
+ paint
|
|
561
|
+
+ `totalEmissiveRadiance = interior * ${OPENNESS};`);
|
|
562
|
+
};
|
|
563
|
+
material.customProgramCacheKey = () => (tiled ? "mouth-interior-tile" : "mouth-interior");
|
|
564
|
+
return material;
|
|
565
|
+
}
|
|
566
|
+
|
|
567
|
+
/**
|
|
568
|
+
* The lower arch, lit by the light the tongue beside it is lit by.
|
|
588
569
|
*
|
|
589
|
-
*
|
|
590
|
-
*
|
|
591
|
-
*
|
|
592
|
-
*
|
|
593
|
-
*
|
|
594
|
-
*
|
|
595
|
-
*
|
|
596
|
-
* two lobes flanking the arch, where the aperture runs wider than the teeth do
|
|
597
|
-
* and so exposes cavity above the seam: −4 levels on tara, −5 on tushar. Those
|
|
598
|
-
* lobes are the commissures, and their being the deepest part of the mouth is
|
|
599
|
-
* right for a reason this shader did not plan — it falls out of a vertical ramp
|
|
600
|
-
* meeting a curved arch.
|
|
570
|
+
* Its tile is toned against the upper arch on a smile (`project_albedo`), a
|
|
571
|
+
* mouth open wide and pulled back, where the lower teeth take nearly the upper
|
|
572
|
+
* ones' light. Speaking, they are the deepest thing the opening shows, and
|
|
573
|
+
* tess's "ah" — open wider than any viseme — shows no lower crown at all: the
|
|
574
|
+
* row above where they would be is the darkest in the photograph. Left at the
|
|
575
|
+
* smile's tone, the sliver a C or D uncovers was a lit grey rule between that
|
|
576
|
+
* dark and the lip, which reads as a wire and not as teeth.
|
|
601
577
|
*
|
|
602
|
-
*
|
|
603
|
-
*
|
|
604
|
-
*
|
|
605
|
-
*
|
|
606
|
-
*
|
|
607
|
-
*
|
|
608
|
-
* per-character fact, just not one of its own.
|
|
578
|
+
* So the arch takes the interior's light where it stands: the profile at its
|
|
579
|
+
* depth in the opening over the profile's brightest row, which is the tongue
|
|
580
|
+
* lit as well as anything in a mouth is, and the same openness dimming. The
|
|
581
|
+
* ratio is in linear light and per channel, so the enamel goes as dark and as
|
|
582
|
+
* warm as the mouth around it, and its top edge — higher in the opening —
|
|
583
|
+
* keeps the most. The upper arch, at the lip and in the light, keeps its own.
|
|
609
584
|
*/
|
|
610
|
-
function
|
|
585
|
+
function lowerArch(base: THREE.MeshStandardMaterial, aperture: { value: THREE.Vector4 }) {
|
|
611
586
|
const material = base.clone();
|
|
612
|
-
const
|
|
613
|
-
|
|
614
|
-
|
|
615
|
-
|
|
587
|
+
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]);
|
|
588
|
+
material.onBeforeCompile = (shader) => {
|
|
589
|
+
shader.uniforms.uAperture = aperture;
|
|
590
|
+
shader.vertexShader = shader.vertexShader
|
|
591
|
+
.replace("#include <common>", "#include <common>\nvarying vec2 vMouthAt;")
|
|
592
|
+
.replace("#include <morphtarget_vertex>", "#include <morphtarget_vertex>\nvMouthAt = transformed.xy;");
|
|
593
|
+
shader.fragmentShader = shader.fragmentShader
|
|
594
|
+
.replace("#include <common>", "#include <common>\nvarying vec2 vMouthAt;\nuniform vec4 uAperture;")
|
|
595
|
+
// Both terms: the teeth are three-quarters sampled light (`emissive`
|
|
596
|
+
// in the build's `flat_material`), so dimming the lit part alone does
|
|
597
|
+
// almost nothing.
|
|
598
|
+
.replace("#include <map_fragment>",
|
|
599
|
+
"#include <map_fragment>\n"
|
|
600
|
+
+ "float mouthA = (uAperture.y - vMouthAt.y) / uAperture.w;\n"
|
|
601
|
+
+ interiorProfile()
|
|
602
|
+
+ `vec3 archLight = min(interior / ${glslColor(peak)}, vec3(1.0)) * ${OPENNESS};\n`
|
|
603
|
+
+ "diffuseColor.rgb *= archLight;")
|
|
604
|
+
.replace("#include <emissivemap_fragment>", "#include <emissivemap_fragment>\ntotalEmissiveRadiance *= archLight;");
|
|
616
605
|
};
|
|
606
|
+
material.customProgramCacheKey = () => "lower-arch";
|
|
607
|
+
return material;
|
|
608
|
+
}
|
|
609
|
+
|
|
610
|
+
/**
|
|
611
|
+
* The upper arch, with the gaps between its teeth showing the mouth.
|
|
612
|
+
*
|
|
613
|
+
* `project_albedo.project_teeth` paints everything under the incisal edge
|
|
614
|
+
* that is not a tooth — the notches between the tips — in `notch`, a neutral
|
|
615
|
+
* near-black, because the tile cannot know what the mouth behind it will be.
|
|
616
|
+
* Rendered, that strip came out a hard grey saw along the bottom of the arch:
|
|
617
|
+
* neutral against a warm interior, and at the arch's light rather than the
|
|
618
|
+
* mouth's. A gap in a row of teeth is a window onto the cavity, so it takes
|
|
619
|
+
* the cavity's own light at that height in the opening, and only the gap does
|
|
620
|
+
* — `notch` is darker than any enamel the tile carries, shaded overhang
|
|
621
|
+
* included, so the test is the texel's own brightness, and a filtered texel
|
|
622
|
+
* on a tip's edge takes a share of each.
|
|
623
|
+
*/
|
|
624
|
+
function upperArch(base: THREE.MeshStandardMaterial, aperture: { value: THREE.Vector4 }) {
|
|
625
|
+
const material = base.clone();
|
|
617
626
|
material.onBeforeCompile = (shader) => {
|
|
618
|
-
shader.uniforms.
|
|
619
|
-
shader.uniforms.uCavityShade = shade;
|
|
627
|
+
shader.uniforms.uAperture = aperture;
|
|
620
628
|
shader.vertexShader = shader.vertexShader
|
|
621
|
-
.replace("#include <common>",
|
|
622
|
-
|
|
623
|
-
// `position`, not `transformed`: `morphs.cavity_targets` translates this
|
|
624
|
-
// patch back and drops its lower edge as the jaw opens, and this shading
|
|
625
|
-
// is painted *on* the surface — so it has to ride that, not be swept
|
|
626
|
-
// across it. The raw attribute is the rest frame, before the morphs.
|
|
627
|
-
.replace("#include <begin_vertex>",
|
|
628
|
-
"#include <begin_vertex>\nvCavityAt = (position.y - uCavitySpan.x) / uCavitySpan.y;");
|
|
629
|
+
.replace("#include <common>", "#include <common>\nvarying vec2 vMouthAt;")
|
|
630
|
+
.replace("#include <morphtarget_vertex>", "#include <morphtarget_vertex>\nvMouthAt = transformed.xy;");
|
|
629
631
|
shader.fragmentShader = shader.fragmentShader
|
|
630
|
-
.replace("#include <common>",
|
|
631
|
-
"#include <common>\nvarying float vCavityAt;\nuniform vec4 uCavityShade;")
|
|
632
|
-
// No `emissivemap_fragment` half, unlike `jawShadow` and `socketed`:
|
|
633
|
-
// those modulate surfaces that emit 75% of a photograph verbatim, and
|
|
634
|
-
// this one has no emissive term at all. The diffuse is the whole output.
|
|
632
|
+
.replace("#include <common>", "#include <common>\nvarying vec2 vMouthAt;\nuniform vec4 uAperture;")
|
|
635
633
|
.replace("#include <map_fragment>",
|
|
636
634
|
"#include <map_fragment>\n"
|
|
637
|
-
+ "float
|
|
638
|
-
+ "diffuseColor.rgb *=
|
|
635
|
+
+ "float archGap = 1.0 - smoothstep(0.01, 0.30, dot(diffuseColor.rgb, vec3(0.2126, 0.7152, 0.0722)));\n"
|
|
636
|
+
+ "diffuseColor.rgb *= 1.0 - archGap;")
|
|
637
|
+
.replace("#include <emissivemap_fragment>",
|
|
638
|
+
"#include <emissivemap_fragment>\n"
|
|
639
|
+
+ "float mouthA = (uAperture.y - vMouthAt.y) / uAperture.w;\n"
|
|
640
|
+
+ interiorProfile()
|
|
641
|
+
+ `totalEmissiveRadiance = mix(totalEmissiveRadiance, interior * ${OPENNESS}, archGap);`);
|
|
639
642
|
};
|
|
640
|
-
material.customProgramCacheKey = () => "
|
|
643
|
+
material.customProgramCacheKey = () => "upper-arch";
|
|
641
644
|
return material;
|
|
642
645
|
}
|
|
643
646
|
|
|
644
647
|
/** `scripts/head_mesh.MOTION_DEPTH_ATTR`, as GLTFLoader names it: lowercased. */
|
|
645
648
|
const MOTION_DEPTH = "_motion_depth";
|
|
646
649
|
|
|
647
|
-
/**
|
|
648
|
-
* The head's frame, taught to turn as if it sat deeper than it does.
|
|
649
|
-
*
|
|
650
|
-
* Rotated at their real depth, the ears, crown, side hair and outline move
|
|
651
|
-
* nearly as far as the nose, and a nod reads as the whole head dropping
|
|
652
|
-
* (docs/research-head-rotation.md § 1). A real head's frame sits near the axis
|
|
653
|
-
* and barely moves, and that differential is what reads as rotation. Each
|
|
654
|
-
* vertex of the skin, hair and ears carries a Δz toward the viewer
|
|
655
|
-
* (`head_mesh.motion_depth`, ≤ 0 and zero across the features), and this moves
|
|
656
|
-
* it on screen by the rotated Δz: the view-space xy of modelView · (0, 0, Δz).
|
|
657
|
-
* Depth, draw order and lighting keep the real position. At rest that xy is
|
|
658
|
-
* exactly zero through the orthographic camera, so the drawing is untouched.
|
|
659
|
-
*
|
|
660
|
-
* The attribute decides, not the mesh name: the neck shares the skin material
|
|
661
|
-
* and has no field, which is why each head shell gets a clone. The same clone
|
|
662
|
-
* wears the expression maps, when the asset has them: the three shells are
|
|
663
|
-
* exactly the ones textured from the face atlas the maps are registered to.
|
|
664
|
-
*/
|
|
665
650
|
/**
|
|
666
651
|
* The vertex half of `motionDepth`, which the eye's socket shader needs too.
|
|
667
652
|
*
|
|
@@ -677,9 +662,8 @@ function turnDeep(shader: { vertexShader: string }, undoGaze = false) {
|
|
|
677
662
|
// (0, 0, Δz) into the screen plane and slides the hidden skirt out past the
|
|
678
663
|
// temple on a look alone, head square on, where the skin it hides behind has
|
|
679
664
|
// not moved at all. The frame's rotation is the one the skirt must follow, and
|
|
680
|
-
// `uGaze` is exactly the extra rotation to take back out
|
|
681
|
-
//
|
|
682
|
-
// multiply, so this needs no second uniform and no `transpose()`.
|
|
665
|
+
// `uGaze` is exactly the extra rotation to take back out — multiplying the
|
|
666
|
+
// vector from the left is its inverse, so this needs no second uniform.
|
|
683
667
|
const depth = `vec3(0.0, 0.0, ${MOTION_DEPTH})`;
|
|
684
668
|
shader.vertexShader = shader.vertexShader
|
|
685
669
|
.replace("#include <common>", `#include <common>\nattribute float ${MOTION_DEPTH};`)
|
|
@@ -689,10 +673,40 @@ function turnDeep(shader: { vertexShader: string }, undoGaze = false) {
|
|
|
689
673
|
+ "gl_Position = projectionMatrix * mvPosition;");
|
|
690
674
|
}
|
|
691
675
|
|
|
692
|
-
|
|
676
|
+
/**
|
|
677
|
+
* The head's frame, taught to turn as if it sat deeper than it does.
|
|
678
|
+
*
|
|
679
|
+
* Rotated at their real depth, the ears, crown, side hair and outline move
|
|
680
|
+
* nearly as far as the nose, and a nod reads as the whole head dropping
|
|
681
|
+
* (docs/research-head-rotation.md § 1). A real head's frame sits near the axis
|
|
682
|
+
* and barely moves, and that differential is what reads as rotation. Each
|
|
683
|
+
* vertex of the skin, hair and ears carries a Δz toward the viewer
|
|
684
|
+
* (`head_mesh.motion_depth`, ≤ 0 and zero across the features), and this moves
|
|
685
|
+
* it on screen by the rotated Δz: the view-space xy of modelView · (0, 0, Δz).
|
|
686
|
+
* Depth, draw order and lighting keep the real position. At rest that xy is
|
|
687
|
+
* exactly zero through the orthographic camera, so the drawing is untouched.
|
|
688
|
+
*
|
|
689
|
+
* The attribute decides, not the mesh name: the neck shares the skin material
|
|
690
|
+
* and has no field, which is why each head shell gets a clone. The same clone
|
|
691
|
+
* wears the expression maps, when the asset has them: the shells textured from
|
|
692
|
+
* the face atlas are exactly the ones those maps are registered to.
|
|
693
|
+
*/
|
|
694
|
+
function motionDepth(base: THREE.MeshStandardMaterial, expression?: Expression, shut?: Shut) {
|
|
693
695
|
const material = base.clone();
|
|
694
696
|
material.onBeforeCompile = (shader) => {
|
|
695
697
|
turnDeep(shader);
|
|
698
|
+
if (shut) {
|
|
699
|
+
Object.assign(shader.uniforms, shut.uniforms);
|
|
700
|
+
shader.vertexShader = shader.vertexShader
|
|
701
|
+
.replace("#include <common>", `#include <common>\n${SHUT_VERTEX_HEAD}`)
|
|
702
|
+
.replace("#include <uv_vertex>", `#include <uv_vertex>\n${SHUT_VERTEX}`);
|
|
703
|
+
shader.fragmentShader = shader.fragmentShader
|
|
704
|
+
.replace("#include <common>", `#include <common>\n${SHUT_UNIFORMS}`)
|
|
705
|
+
.replace("#include <map_fragment>", `#include <map_fragment>\n${SHUT_FRAGMENT}`)
|
|
706
|
+
.replace("#include <emissivemap_fragment>",
|
|
707
|
+
"#include <emissivemap_fragment>\n"
|
|
708
|
+
+ "totalEmissiveRadiance = mix(totalEmissiveRadiance, emissive * shutColour, shutWeight);");
|
|
709
|
+
}
|
|
696
710
|
if (!expression) return;
|
|
697
711
|
const n = expression.names.length;
|
|
698
712
|
Object.assign(shader.uniforms, expression.uniforms);
|
|
@@ -703,7 +717,8 @@ function motionDepth(base: THREE.MeshStandardMaterial, expression?: Expression)
|
|
|
703
717
|
"#include <emissivemap_fragment>\ntotalEmissiveRadiance *= expression;");
|
|
704
718
|
};
|
|
705
719
|
material.customProgramCacheKey = () =>
|
|
706
|
-
|
|
720
|
+
["tara-motion-depth", expression && `expression-${expression.names.length}`, shut && "shut"]
|
|
721
|
+
.filter(Boolean).join("-");
|
|
707
722
|
return material;
|
|
708
723
|
}
|
|
709
724
|
|
|
@@ -711,31 +726,19 @@ function motionDepth(base: THREE.MeshStandardMaterial, expression?: Expression)
|
|
|
711
726
|
* Expression maps: the light a smile or a raised brow changes, which the
|
|
712
727
|
* geometry cannot.
|
|
713
728
|
*
|
|
714
|
-
* A pixel of this face is 75% photograph, emitted,
|
|
715
|
-
*
|
|
716
|
-
*
|
|
717
|
-
*
|
|
718
|
-
*
|
|
719
|
-
*
|
|
720
|
-
*
|
|
721
|
-
*
|
|
722
|
-
* is raised to the power of its weight and multiplies the albedo's diffuse and
|
|
723
|
-
* emitted halves alike, as the jaw's shadow does — so at weight 0 it is exactly
|
|
724
|
-
* 1 and the face is the photograph, and at 1 it is the expression's light.
|
|
725
|
-
*
|
|
726
|
-
* Read at the texel's *rest* position, which is where the build registered it:
|
|
727
|
-
* the morph that lifts the cheek carries the lifted cheek's light up with its
|
|
728
|
-
* texture, so light and shape arrive together without the shader knowing
|
|
729
|
-
* where anything went.
|
|
729
|
+
* A pixel of this face is 75% photograph, emitted, so the most a morph can
|
|
730
|
+
* change by moving skin is a quarter of its shading — and that shading is the
|
|
731
|
+
* neutral photograph's, which has no nasolabial fold to deepen and no forehead
|
|
732
|
+
* line to show. A cheek morph measured 0.00% of the tile changed. So an asset
|
|
733
|
+
* can carry, per expression, a grey ratio taken from a photograph of the same
|
|
734
|
+
* face making it (`scripts/expression_maps.py`), read at the texel's *rest*
|
|
735
|
+
* position: the morph that lifts the cheek carries the lifted cheek's light up
|
|
736
|
+
* with its texture, so light and shape arrive together.
|
|
730
737
|
*
|
|
731
738
|
* Per side, because the channels are. The weights cross over at the midline
|
|
732
739
|
* rather than switching there, so a one-sided smile does not cut its fold's
|
|
733
|
-
* light off in a line down the philtrum.
|
|
734
|
-
*
|
|
735
|
-
* The maps are the one thing in the asset nothing draws: they ride on a
|
|
736
|
-
* carrier mesh (`build_tara.py`, "Expression") that exists to get the texture
|
|
737
|
-
* into the GLB, and is taken out of the scene on load. An asset without one is
|
|
738
|
-
* a face whose light never changes, which is every asset built before these.
|
|
740
|
+
* light off in a line down the philtrum. An asset with no maps is a face whose
|
|
741
|
+
* light never changes, which is a correct face.
|
|
739
742
|
*/
|
|
740
743
|
const EXPRESSION_SPLIT = 0.03;
|
|
741
744
|
/**
|
|
@@ -750,8 +753,6 @@ const EXPRESSION_SPLIT = 0.03;
|
|
|
750
753
|
* A map named here that the asset lacks is simply not read, and a map the
|
|
751
754
|
* asset has that is not named here stays at weight 0: an asset newer than its
|
|
752
755
|
* rig loses the light the rig cannot place, not the face.
|
|
753
|
-
* TARA-SPECIFIC: judged on tushar's maps at the 400 × 300 tile, the only ones
|
|
754
|
-
* that exist.
|
|
755
756
|
*/
|
|
756
757
|
const EXPRESSION_WEIGHT: Record<string, (at: (channel: string) => number) => number> = {
|
|
757
758
|
smile: (at) => at("mouthCorner") / 0.8,
|
|
@@ -822,30 +823,111 @@ function expressive(carrier: THREE.Mesh): Expression | null {
|
|
|
822
823
|
};
|
|
823
824
|
}
|
|
824
825
|
|
|
826
|
+
/** `scripts/build_character.LID_SHUT_ATTR`'s fields, as GLTFLoader names
|
|
827
|
+
* them: the displacement's u and v, and the weight. */
|
|
828
|
+
const LID_SHUT_ATTRS = ["_lid_shut_u", "_lid_shut_v", "_lid_shut_w"] as const;
|
|
829
|
+
|
|
830
|
+
/**
|
|
831
|
+
* The shut lids: a closing lid shows the photograph of the eyes closed.
|
|
832
|
+
*
|
|
833
|
+
* A 2.5-D shell has no hidden skin, so the lid that closes is the open eye's
|
|
834
|
+
* lid, stretched: the lash band and the fold drawn down over the eyeball in
|
|
835
|
+
* pale streaks, and a white edge where the stretched margin met the sclera. A
|
|
836
|
+
* reviewer watching a real call called it the eye tearing mid-blink, and at
|
|
837
|
+
* any distance it read as an eye that did not shut at all.
|
|
838
|
+
*
|
|
839
|
+
* So the build carries the neutral edited to close the eyes
|
|
840
|
+
* (`scripts/shut_lids.py`), and each lid vertex says where its texel lands
|
|
841
|
+
* when the lid is shut. A lid fragment reads that photograph *there*: shut,
|
|
842
|
+
* every pixel the lid covers is the closed photograph's own; half-shut, the
|
|
843
|
+
* margin already wears the closed lash line and the band above it closed lid
|
|
844
|
+
* skin, because that is what those texels become. The blend follows the lid's
|
|
845
|
+
* own influence, so a lid held part-way on purpose — a downward glance, a
|
|
846
|
+
* degraded link — changes a little of its content, and a blink all of it.
|
|
847
|
+
*
|
|
848
|
+
* How much each vertex may show is the build's to say (`_lid_shut_w`,
|
|
849
|
+
* `morphs.lid_shut_weight`): all of the upper lid, fading out above the crease
|
|
850
|
+
* with the lid's own pull, so the rest of the face is the photograph to the
|
|
851
|
+
* byte at any lid value, and not at rest at all.
|
|
852
|
+
*/
|
|
853
|
+
// The lid's influence over which the closed photograph arrives. Not from 0, so
|
|
854
|
+
// the lid a glance lowers keeps nearly all of its own texture; full before the
|
|
855
|
+
// lid is, so the frames a blink is seen on are the closed photograph's.
|
|
856
|
+
const SHUT_FROM = 0.1;
|
|
857
|
+
const SHUT_FULL = 0.55;
|
|
858
|
+
// ...and over which the lower lid's lash fringe does (`_lid_shut_w` below 0).
|
|
859
|
+
// The lower lid hardly moves, so its fringe can only arrive with the upper
|
|
860
|
+
// margin: any earlier and a half-open eye wears it as a heavy lower liner.
|
|
861
|
+
const SHUT_FRINGE_FROM = 0.7;
|
|
862
|
+
const SHUT_FRINGE_FULL = 0.95;
|
|
863
|
+
const SHUT_VERTEX_HEAD = [
|
|
864
|
+
...LID_SHUT_ATTRS.map((name) => `attribute float ${name};`),
|
|
865
|
+
"uniform vec2 uShutScale;", "varying vec2 vLidShut;", "varying float vLidShare;",
|
|
866
|
+
].join("\n");
|
|
867
|
+
const SHUT_VERTEX = [
|
|
868
|
+
`vLidShut = vec2(${LID_SHUT_ATTRS[0]}, ${LID_SHUT_ATTRS[1]}) * uShutScale;`,
|
|
869
|
+
`vLidShare = ${LID_SHUT_ATTRS[2]};`,
|
|
870
|
+
].join("\n");
|
|
871
|
+
const SHUT_UNIFORMS = [
|
|
872
|
+
"uniform sampler2D uShut;", "uniform vec4 uShutTile;", "uniform vec2 uShutU;",
|
|
873
|
+
"uniform vec2 uShutLid;", "uniform vec2 uShutFringe;", "varying vec2 vLidShut;", "varying float vLidShare;",
|
|
874
|
+
].join("\n");
|
|
875
|
+
const SHUT_FRAGMENT = [
|
|
876
|
+
"vec2 shutAt = clamp(uShutTile.xz + uShutTile.yw * (vMapUv + vLidShut), 0.0, 1.0);",
|
|
877
|
+
"vec3 shutColour = texture2D(uShut, shutAt).rgb;",
|
|
878
|
+
`float shutSide = smoothstep(-${EXPRESSION_SPLIT}, ${EXPRESSION_SPLIT}, uShutU.x + uShutU.y * vMapUv.x);`,
|
|
879
|
+
"float shutWeight = max(vLidShare, 0.0) * mix(uShutLid.x, uShutLid.y, shutSide)",
|
|
880
|
+
" + max(-vLidShare, 0.0) * mix(uShutFringe.x, uShutFringe.y, shutSide);",
|
|
881
|
+
"diffuseColor.rgb = mix(diffuseColor.rgb, diffuse * shutColour, shutWeight);",
|
|
882
|
+
].join("\n");
|
|
883
|
+
|
|
884
|
+
interface Shut {
|
|
885
|
+
readonly map: THREE.Texture;
|
|
886
|
+
readonly lid: THREE.Vector2;
|
|
887
|
+
readonly fringe: THREE.Vector2;
|
|
888
|
+
readonly uniforms: Record<string, THREE.IUniform>;
|
|
889
|
+
}
|
|
890
|
+
|
|
891
|
+
/** The closed photograph from its carrier's node, or `null` for an asset
|
|
892
|
+
* without one, whose lids shut on their own texels as they always have. */
|
|
893
|
+
function shutLids(carrier: THREE.Mesh): Shut | null {
|
|
894
|
+
const { shut_tile: tile, shut_u: u, shut_scale: scale } = carrier.userData;
|
|
895
|
+
const map = (carrier.material as THREE.MeshStandardMaterial).map;
|
|
896
|
+
if (!map || !Array.isArray(tile) || !Array.isArray(u) || !Array.isArray(scale)) return null;
|
|
897
|
+
const lid = new THREE.Vector2();
|
|
898
|
+
const fringe = new THREE.Vector2();
|
|
899
|
+
return {
|
|
900
|
+
map, lid, fringe,
|
|
901
|
+
uniforms: {
|
|
902
|
+
uShut: { value: map },
|
|
903
|
+
uShutTile: { value: new THREE.Vector4(tile[0], tile[1], tile[2], tile[3]) },
|
|
904
|
+
uShutU: { value: new THREE.Vector2(u[0], u[1]) },
|
|
905
|
+
uShutScale: { value: new THREE.Vector2(scale[0], scale[1]) },
|
|
906
|
+
uShutLid: { value: lid },
|
|
907
|
+
uShutFringe: { value: fringe },
|
|
908
|
+
},
|
|
909
|
+
};
|
|
910
|
+
}
|
|
911
|
+
|
|
825
912
|
/**
|
|
826
913
|
* The neck, taught to wear the jaw's shadow where the jaw is.
|
|
827
914
|
*
|
|
828
915
|
* The photograph paints the shadow the chin casts on the throat, and a painted
|
|
829
916
|
* shadow stays where it was painted: under a 9° turn the jaw crossed the top of
|
|
830
|
-
* the neck by 8 px and its shadow did not
|
|
831
|
-
*
|
|
832
|
-
*
|
|
833
|
-
*
|
|
834
|
-
*
|
|
835
|
-
*
|
|
836
|
-
*
|
|
837
|
-
* own, so the drawing is the photograph; under a turn the shadow's edge rides
|
|
838
|
-
* the rim, whatever the neck's own follow is doing.
|
|
917
|
+
* the neck by 8 px and its shadow did not, which read as the neck sliding out
|
|
918
|
+
* from under the head. So the build lifts it into a ratio tile
|
|
919
|
+
* (`project_albedo.lift_jaw_shadow`) and each neck fragment reads it at the
|
|
920
|
+
* *turned* head's rim, offset by how far the jaw has dropped — a rigid
|
|
921
|
+
* transform does not carry a morph, which was the other half of the same
|
|
922
|
+
* defect: an open mouth left the shadow banded across the throat at the closed
|
|
923
|
+
* rim with nothing casting it.
|
|
839
924
|
*
|
|
840
|
-
* The tile
|
|
841
|
-
*
|
|
842
|
-
* a texture already bound and no draw call. Its edges are white — no shadow —
|
|
843
|
-
* and the lookup is clamped to it, so a ray that lands past the tile (the
|
|
844
|
-
* throat's far side under a hard turn) reads "no shadow" rather than the hair
|
|
845
|
-
* or the iris the atlas keeps beside it.
|
|
925
|
+
* The tile's edges are white and the lookup clamped to it, so a ray landing
|
|
926
|
+
* past it reads "no shadow" rather than the hair or the iris beside it.
|
|
846
927
|
*/
|
|
847
928
|
function jawShadow(base: THREE.MeshStandardMaterial, uv: number[], extent: number[],
|
|
848
|
-
rimZ: number, headInverse: { value: THREE.Matrix4 }
|
|
929
|
+
rimZ: number, headInverse: { value: THREE.Matrix4 },
|
|
930
|
+
jawDrop: { value: number }) {
|
|
849
931
|
const material = base.clone();
|
|
850
932
|
const tile = { value: new THREE.Vector4(uv[0], uv[1], uv[2], uv[3]) };
|
|
851
933
|
const bounds = { value: new THREE.Vector4(extent[0], extent[1], extent[2], extent[3]) };
|
|
@@ -855,18 +937,21 @@ function jawShadow(base: THREE.MeshStandardMaterial, uv: number[], extent: numbe
|
|
|
855
937
|
shader.uniforms.uJawTile = tile;
|
|
856
938
|
shader.uniforms.uJawBounds = bounds;
|
|
857
939
|
shader.uniforms.uJawRim = rim;
|
|
940
|
+
shader.uniforms.uJawDrop = jawDrop;
|
|
858
941
|
shader.vertexShader = shader.vertexShader
|
|
859
942
|
.replace("#include <common>", "#include <common>\nvarying vec3 vJawView;")
|
|
860
943
|
.replace("#include <project_vertex>", "#include <project_vertex>\nvJawView = mvPosition.xyz;");
|
|
861
944
|
shader.fragmentShader = shader.fragmentShader
|
|
862
945
|
.replace("#include <common>",
|
|
863
946
|
"#include <common>\nvarying vec3 vJawView;\nuniform mat4 uHeadInverse;\n"
|
|
864
|
-
+ "uniform vec4 uJawTile;\nuniform vec4 uJawBounds;\nuniform float uJawRim
|
|
947
|
+
+ "uniform vec4 uJawTile;\nuniform vec4 uJawBounds;\nuniform float uJawRim;\n"
|
|
948
|
+
+ "uniform float uJawDrop;")
|
|
865
949
|
.replace("#include <map_fragment>",
|
|
866
950
|
"#include <map_fragment>\n"
|
|
867
951
|
+ "vec3 jawFrom = (uHeadInverse * vec4(vJawView, 1.0)).xyz;\n"
|
|
868
952
|
+ "vec3 jawRay = (uHeadInverse * vec4(0.0, 0.0, 1.0, 0.0)).xyz;\n"
|
|
869
953
|
+ "vec2 jawAt = jawFrom.xy + jawRay.xy * ((uJawRim - jawFrom.z) / jawRay.z);\n"
|
|
954
|
+
+ "jawAt.y += uJawDrop;\n"
|
|
870
955
|
+ "jawAt = clamp(jawAt, uJawBounds.xz, uJawBounds.yw);\n"
|
|
871
956
|
+ "vec3 jawShadow = texture2D(map, uJawTile.xz + uJawTile.yw * jawAt).rgb;\n"
|
|
872
957
|
+ "diffuseColor.rgb *= jawShadow;")
|
|
@@ -877,7 +962,7 @@ function jawShadow(base: THREE.MeshStandardMaterial, uv: number[], extent: numbe
|
|
|
877
962
|
return material;
|
|
878
963
|
}
|
|
879
964
|
|
|
880
|
-
/** Lamps, standing in for the four area lights `
|
|
965
|
+
/** Lamps, standing in for the four area lights `build_character.setup_scene` uses.
|
|
881
966
|
*
|
|
882
967
|
* The albedo is a photograph and already holds this face's light, so 75% of it
|
|
883
968
|
* is emitted verbatim (`emissiveFactor` in the GLB) and only the remaining 25%
|
|
@@ -892,15 +977,6 @@ const KEY = 0.26 * Math.PI;
|
|
|
892
977
|
const WRAP = 0.10 * Math.PI;
|
|
893
978
|
|
|
894
979
|
/** Frames drawn per second, capped rather than left at the display's rate.
|
|
895
|
-
*
|
|
896
|
-
* `setAnimationLoop` is `requestAnimationFrame`, so uncapped this face is drawn
|
|
897
|
-
* as fast as the viewer's hardware refreshes — 60 on most panels, 120 on a
|
|
898
|
-
* ProMotion Mac or a current flagship phone. That is the wrong way round: the
|
|
899
|
-
* device most likely to care about the battery is the one that would draw the
|
|
900
|
-
* most, and it buys nothing, because idle motion here is deliberately held
|
|
901
|
-
* under ~1.5 Hz (CLAUDE.md) and the head's travel is a few degrees, slowly, in
|
|
902
|
-
* a 400 × 300 tile. 30 samples that twenty times a cycle. Character animation
|
|
903
|
-
* ships lipsync at 24 for a living.
|
|
904
980
|
*
|
|
905
981
|
* Measured on an M1 over four paired reps against `peep`, which is the SVG
|
|
906
982
|
* avatar that already ships: uncapped at 60 the 3-D face cost 13.8 points of
|
|
@@ -915,19 +991,18 @@ const WRAP = 0.10 * Math.PI;
|
|
|
915
991
|
const RENDER_FPS = 30;
|
|
916
992
|
const MIN_FRAME_MS = 1000 / RENDER_FPS;
|
|
917
993
|
|
|
918
|
-
export interface
|
|
994
|
+
export interface CharacterRigOptions {
|
|
919
995
|
/** Called once the GLB is in the scene, for a capture tool that must wait. */
|
|
920
996
|
readonly onReady?: () => void;
|
|
921
|
-
/** The character's GLB.
|
|
922
|
-
*
|
|
923
|
-
*
|
|
924
|
-
* tuning is still applied, which is the experiment.
|
|
997
|
+
/** The character's GLB. Every build fact the rig reads (jaw-shadow tile, rim
|
|
998
|
+
* depth, morph names) travels in the GLB's own extras, so a character built
|
|
999
|
+
* by the same scripts needs nothing else.
|
|
925
1000
|
*
|
|
926
|
-
* Required, and
|
|
927
|
-
*
|
|
928
|
-
* every consumer of *any* character
|
|
929
|
-
* mounted
|
|
930
|
-
* must not ([tara-asset.ts](./tara-asset.ts)). */
|
|
1001
|
+
* Required, and deliberately not defaulted: a default would make this module
|
|
1002
|
+
* import one character's URL, and a bundler emits assets per module — so
|
|
1003
|
+
* every consumer of *any* character would ship that one's GLB whether or not
|
|
1004
|
+
* they mounted it. The caller knows which character it is building; this
|
|
1005
|
+
* file must not ([tara-asset.ts](./tara-asset.ts)). */
|
|
931
1006
|
readonly url: string;
|
|
932
1007
|
/** `false` leaves an asset's expression maps unread, for a capture tool
|
|
933
1008
|
* comparing the face with and without them. */
|
|
@@ -936,14 +1011,11 @@ export interface TaraRigOptions {
|
|
|
936
1011
|
* a caller can copy the canvas out at any moment rather than only from
|
|
937
1012
|
* inside the frame that drew it.
|
|
938
1013
|
*
|
|
939
|
-
* A pose sheet
|
|
940
|
-
*
|
|
941
|
-
*
|
|
942
|
-
*
|
|
943
|
-
*
|
|
944
|
-
* discarded, which on some drivers means a second copy of every frame; the
|
|
945
|
-
* consumer renders thirty frames a second forever and pays nothing for a
|
|
946
|
-
* readback it never performs. */
|
|
1014
|
+
* A pose sheet reuses one context, holding a pose still and copying the
|
|
1015
|
+
* canvas into a tile; copy outside the drawing frame without this and the
|
|
1016
|
+
* buffer has already been cleared, which is a blank tile and not an error.
|
|
1017
|
+
* A consumer must not have it: the buffer can no longer be discarded, which
|
|
1018
|
+
* on some drivers means a second copy of every frame. */
|
|
947
1019
|
readonly readback?: boolean;
|
|
948
1020
|
}
|
|
949
1021
|
|
|
@@ -962,13 +1034,27 @@ function webglRenderer(readback = false): THREE.WebGLRenderer | null {
|
|
|
962
1034
|
}
|
|
963
1035
|
}
|
|
964
1036
|
|
|
1037
|
+
/**
|
|
1038
|
+
* The lower lid follows the eye down. Its retractor is tied to the inferior
|
|
1039
|
+
* rectus, so a look down pulls the lower margin down with it by a millimetre
|
|
1040
|
+
* or two — the upper lid's half of this is the mixer's `lidBias`, and a face
|
|
1041
|
+
* whose upper lid follows while the lower one stays reads as a drowsy droop
|
|
1042
|
+
* rather than a glance. Driven through the squint target run backwards,
|
|
1043
|
+
* which is the lower lid and nothing else: at the notes gaze (`pupilY` 0.72)
|
|
1044
|
+
* the margin drops ~0.006, about 1.7 px at the 400 px tile.
|
|
1045
|
+
*/
|
|
1046
|
+
const LOWER_LID_FOLLOW = 0.35;
|
|
1047
|
+
|
|
965
1048
|
/**
|
|
966
1049
|
* Where a lid channel's influence reaches a shut eye. Not at 1, because the
|
|
967
|
-
* mixer never asks for 1: a blink is a
|
|
968
|
-
* 18 ms smoothing rounds its peak off, and this rig draws at 30 fps
|
|
969
|
-
*
|
|
970
|
-
*
|
|
971
|
-
*
|
|
1050
|
+
* mixer never asks for 1: a blink is a triangle (`idle.BLINK_DUR`), the lid
|
|
1051
|
+
* channel's 18 ms smoothing rounds its peak off, and this rig draws at 30 fps.
|
|
1052
|
+
* `LID_SHUT` was set when blinks ran 0.11–0.15 s, at the fifth percentile of
|
|
1053
|
+
* the peak a viewer actually saw (median 0.74). At the present 0.19–0.23 s
|
|
1054
|
+
* that peak is 0.85 median and 0.81 at the fifth percentile — simulated over
|
|
1055
|
+
* the same smoothing and frame phase — so every blink still lands shut, with
|
|
1056
|
+
* margin. A lid morph that shut only at 1 left every blink a quarter open — the
|
|
1057
|
+
* lid came down and the iris was still there.
|
|
972
1058
|
*
|
|
973
1059
|
* So above `LID_KNEE` the influence is eased up to meet 1 at `LID_SHUT`, and
|
|
974
1060
|
* held there: past that point the lid has landed on the lower one. Below the
|
|
@@ -979,17 +1065,6 @@ function webglRenderer(readback = false): THREE.WebGLRenderer | null {
|
|
|
979
1065
|
*
|
|
980
1066
|
* `scripts/morphs.py:influence` parses both numbers out of this file.
|
|
981
1067
|
*/
|
|
982
|
-
/**
|
|
983
|
-
* The lower lid follows the eye down. Its retractor is tied to the inferior
|
|
984
|
-
* rectus, so a look down pulls the lower margin down with it by a millimetre
|
|
985
|
-
* or two — the upper lid's half of this is the mixer's `lidBias`, and a face
|
|
986
|
-
* whose upper lid follows while the lower one stays reads as a drowsy droop
|
|
987
|
-
* rather than a glance. Driven through the squint target run backwards,
|
|
988
|
-
* which is the lower lid and nothing else: at the notes gaze (`pupilY` 0.72)
|
|
989
|
-
* the margin drops ~0.006, about 1.7 px at the 400 px tile.
|
|
990
|
-
*/
|
|
991
|
-
const LOWER_LID_FOLLOW = 0.35;
|
|
992
|
-
|
|
993
1068
|
const LID_KNEE = 0.35;
|
|
994
1069
|
const LID_SHUT = 0.66;
|
|
995
1070
|
|
|
@@ -997,24 +1072,22 @@ const LID_SHUT = 0.66;
|
|
|
997
1072
|
* A squint's influence rises faster than its channel. The mixer's values are
|
|
998
1073
|
* set where a line face's lower lid reads — a smile's squint is 0.30 — and a
|
|
999
1074
|
* photographic lower lid rising 0.30 of its travel is a pixel or two, so the
|
|
1000
|
-
* squint that makes a smile real was not there.
|
|
1001
|
-
*
|
|
1002
|
-
* is added after it and stays linear.
|
|
1075
|
+
* squint that makes a smile real was not there. The lower-lid follow, which
|
|
1076
|
+
* runs this target backwards, is added after the curve and stays linear.
|
|
1003
1077
|
*
|
|
1004
|
-
*
|
|
1005
|
-
*
|
|
1006
|
-
*
|
|
1007
|
-
*
|
|
1008
|
-
*
|
|
1009
|
-
*
|
|
1010
|
-
*
|
|
1011
|
-
*
|
|
1012
|
-
*
|
|
1013
|
-
*
|
|
1014
|
-
*
|
|
1015
|
-
*
|
|
1016
|
-
*
|
|
1017
|
-
* meet and the lower lid never visibly sticks.
|
|
1078
|
+
* The curve needs a ceiling as well as a lift, because the squint stacks and
|
|
1079
|
+
* the mouth does not. A *silent* smile takes squint from three layers at once —
|
|
1080
|
+
* an approval clip, the encouraging emotion and prosody's warmth — which reach
|
|
1081
|
+
* 0.51 together, while the smile map saturates at a mouth corner of 0.8 and no
|
|
1082
|
+
* layer drives the jaw, so the last third of a smile arrives as narrowing eyes
|
|
1083
|
+
* over lips that cannot part any further. On a line face that reads as warmth.
|
|
1084
|
+
* On a photograph it reads as sedation: a reviewer watching a recorded call
|
|
1085
|
+
* read those two moments as the avatar falling asleep or heavily medicated, and
|
|
1086
|
+
* named the eyes, not the mouth. The ceiling is where the face stops reading
|
|
1087
|
+
* drugged, judged at crop. The knee is low enough that an ordinary one-layer
|
|
1088
|
+
* smile is untouched (0.22 renders 0.402 against 0.403 with no ceiling), and
|
|
1089
|
+
* the approach is exponential rather than a clamp so the slope is continuous
|
|
1090
|
+
* where the two meet and the lower lid never visibly sticks.
|
|
1018
1091
|
*/
|
|
1019
1092
|
const SQUINT_CURVE = 0.6;
|
|
1020
1093
|
const SQUINT_KNEE = 0.2;
|
|
@@ -1036,17 +1109,6 @@ const lidClosure = (i: number): number => {
|
|
|
1036
1109
|
return i + (1 - LID_SHUT) * t * t;
|
|
1037
1110
|
};
|
|
1038
1111
|
|
|
1039
|
-
/**
|
|
1040
|
-
* A channel's morph influence. One line — and the lid and squint curves above — and the
|
|
1041
|
-
* same one `scripts/morphs.py:influence` uses, so a Blender preview and the
|
|
1042
|
-
* browser pose the face identically.
|
|
1043
|
-
*
|
|
1044
|
-
* It is allowed to go negative, which is what lets one target serve a
|
|
1045
|
-
* bidirectional channel: `mouthCornerL` at −1.4 is the smile target run
|
|
1046
|
-
* backwards into a frown, and `lidL` below its 0.12 rest opens the eye wider
|
|
1047
|
-
* than neutral. A rig that clamped this at 0 would silently delete the negative
|
|
1048
|
-
* half of six channels.
|
|
1049
|
-
*/
|
|
1050
1112
|
/**
|
|
1051
1113
|
* The neck's follow targets, and the one place a morph is not driven by
|
|
1052
1114
|
* `influence`.
|
|
@@ -1060,8 +1122,8 @@ const lidClosure = (i: number): number => {
|
|
|
1060
1122
|
*
|
|
1061
1123
|
* So under pitch and roll the throat tracks the skull exactly at any angle,
|
|
1062
1124
|
* and — the part worth having — the asset stops depending on the envelope.
|
|
1063
|
-
* These fields carry no angle, so `HEAD_DEG`
|
|
1064
|
-
* move without leaving
|
|
1125
|
+
* These fields carry no angle, so `HEAD_DEG` above is a runtime number that can
|
|
1126
|
+
* move without leaving a built GLB stale. Yaw's pair is a partial twist rather
|
|
1065
1127
|
* than the skull's own rotation, and the build weights its two fields so these
|
|
1066
1128
|
* same two influences drive it (`morphs.neck_twist`).
|
|
1067
1129
|
*/
|
|
@@ -1081,40 +1143,24 @@ const neckInfluence = (channel: string, pose: RigPose): number | null => {
|
|
|
1081
1143
|
|
|
1082
1144
|
/**
|
|
1083
1145
|
* The hair's roll, which is the one thing in this rig that is not a function of
|
|
1084
|
-
* the pose alone.
|
|
1146
|
+
* the pose alone. `hold` is the share of the head's roll the hanging hair
|
|
1147
|
+
* declines to take, and `hz`/`damping` are how it gets there.
|
|
1085
1148
|
*
|
|
1086
|
-
* A hank that hangs past the jaw is lying on a shoulder, and a shoulder does
|
|
1087
|
-
* tilt when the head does
|
|
1088
|
-
* and the page shows through behind it, so the shell gives up `hold` of
|
|
1089
|
-
* roll at its lowest rows and none at the crown
|
|
1090
|
-
* That is the static half and it is what fixes the gap.
|
|
1149
|
+
* A hank that hangs past the jaw is lying on a shoulder, and a shoulder does
|
|
1150
|
+
* not tilt when the head does: rolled rigidly with the skull it lifts off the
|
|
1151
|
+
* collar and the page shows through behind it, so the shell gives up `hold` of
|
|
1152
|
+
* the roll at its lowest rows and none at the crown (`morphs.hair_hold`).
|
|
1091
1153
|
*
|
|
1092
1154
|
* The other half is why roll read as a hinge at all. A rigid rotation about a
|
|
1093
|
-
* fixed point is a hinge
|
|
1094
|
-
*
|
|
1095
|
-
*
|
|
1096
|
-
*
|
|
1097
|
-
* the hair's own angle chasing the share of the roll it agrees to take.
|
|
1098
|
-
*
|
|
1099
|
-
* It is on the hair and not on the head's channels on purpose. The mixer's
|
|
1100
|
-
* per-channel time constants are shared with the SVG faces and every clip in the
|
|
1101
|
-
* library is authored pre-compensated for them, so a spring on `headRoll` would
|
|
1102
|
-
* silently re-time every nod ever authored. Secondary motion on a shell that
|
|
1103
|
-
* only this renderer has costs nothing outside it.
|
|
1104
|
-
*
|
|
1105
|
-
* 1.5 Hz is the band the library already keeps gesture under, and a hank of hair
|
|
1106
|
-
* on a real head swings near it (a 7 cm pendulum is 1.9 Hz); the damping is a
|
|
1107
|
-
* single visible overshoot, settling inside 0.8 s. Faster reads as a flick and
|
|
1155
|
+
* fixed point *is* a hinge, and what a real tilt has that this lacked is hair
|
|
1156
|
+
* that arrives late and settles (`docs/research-head-rotation.md` § 3.1:
|
|
1157
|
+
* mobility ~0.95, delay 0.8-0.9, one clear overshoot). At 0.65 that is a single
|
|
1158
|
+
* visible overshoot, inside 5% of the hold in 450 ms — faster reads as a flick,
|
|
1108
1159
|
* slower as wet hair.
|
|
1109
|
-
|
|
1110
|
-
|
|
1111
|
-
*
|
|
1112
|
-
*
|
|
1113
|
-
* constraint sets on *driven* oscillation; a settle is a one-shot and could
|
|
1114
|
-
* defensibly go faster, but there is no reason to spend the exemption: what
|
|
1115
|
-
* unhinges the roll is the hair arriving late, not the ring. At 0.65 it trails
|
|
1116
|
-
* by 93% of its travel a frame in, overshoots 5% and is inside 5% of the hold in
|
|
1117
|
-
* 450 ms — well within a phrase's hold.
|
|
1160
|
+
*
|
|
1161
|
+
* It is on the hair and not on `headRoll` on purpose: every clip in the library
|
|
1162
|
+
* is authored pre-compensated for the mixer's per-channel time constants, so a
|
|
1163
|
+
* spring on the channel would silently re-time every nod ever authored.
|
|
1118
1164
|
*/
|
|
1119
1165
|
export const HAIR_ROLL = { hold: 0.85, hz: 1.5, damping: 0.65 };
|
|
1120
1166
|
|
|
@@ -1124,9 +1170,8 @@ export const HAIR_ROLL = { hold: 0.85, hz: 1.5, damping: 0.65 };
|
|
|
1124
1170
|
* stiffness and 30 fps; this does not, which is the only reason the order of
|
|
1125
1171
|
* those two lines is worth a sentence.
|
|
1126
1172
|
*
|
|
1127
|
-
* Exported for `test/nods.test.ts
|
|
1128
|
-
*
|
|
1129
|
-
* package's surface — `packages/avatar/client/tara.ts` is.
|
|
1173
|
+
* Exported for `test/nods.test.ts`: settle time and overshoot are numbers, not
|
|
1174
|
+
* something a still frame can show.
|
|
1130
1175
|
*/
|
|
1131
1176
|
export const hairRollStep = (angle: number, rate: number, target: number, dt: number) => {
|
|
1132
1177
|
const w = 2 * Math.PI * HAIR_ROLL.hz;
|
|
@@ -1142,6 +1187,16 @@ const hairInfluence = (channel: string, extra: number): number | null => {
|
|
|
1142
1187
|
return null;
|
|
1143
1188
|
};
|
|
1144
1189
|
|
|
1190
|
+
/**
|
|
1191
|
+
* A channel's morph influence — the same law `scripts/morphs.py:influence`
|
|
1192
|
+
* uses, so a Blender preview and the browser pose the face identically.
|
|
1193
|
+
*
|
|
1194
|
+
* It is allowed to go negative, which is what lets one target serve a
|
|
1195
|
+
* bidirectional channel: `mouthCornerL` at −1.4 is the smile target run
|
|
1196
|
+
* backwards into a frown, and `lidL` below its rest opens the eye wider than
|
|
1197
|
+
* neutral. A rig that clamped this at 0 would silently delete the negative half
|
|
1198
|
+
* of every channel that has one.
|
|
1199
|
+
*/
|
|
1145
1200
|
const influence = (channel: string, value: number): number => {
|
|
1146
1201
|
const rest = (REST as Record<string, number>)[channel] ?? 0;
|
|
1147
1202
|
const i = (value - rest) / (1 - rest);
|
|
@@ -1149,6 +1204,27 @@ const influence = (channel: string, value: number): number => {
|
|
|
1149
1204
|
return channel === "squintL" || channel === "squintR" ? squintCurve(i) : i;
|
|
1150
1205
|
};
|
|
1151
1206
|
|
|
1207
|
+
/**
|
|
1208
|
+
* The jaw a closure lets through. This shell hangs the lower lip from the
|
|
1209
|
+
* mandible (`morphs._mandible`), and the jaw is the slower of the two to settle
|
|
1210
|
+
* (`JAW_RESPONSE_TAU_S`), so into an [m] the lips have shut while the jaw is
|
|
1211
|
+
* still coming up. That pulls the lower lip back off the upper, and the teeth
|
|
1212
|
+
* show through the seam. A real lower lip closes over a jaw that is still
|
|
1213
|
+
* open. A press is what a seal looks like on these channels, so in proportion
|
|
1214
|
+
* to the press past rest the jaw is held to what the lips' own aperture
|
|
1215
|
+
* implies. The cost is a chin that arrives with the lips rather than just
|
|
1216
|
+
* after them, and that is not what a viewer looks at during an [m].
|
|
1217
|
+
*/
|
|
1218
|
+
const SEAL_FROM = VISEME_SHAPES.X.mouthPress ?? REST.mouthPress;
|
|
1219
|
+
const SEAL_FULL = VISEME_SHAPES.A.mouthPress ?? 1;
|
|
1220
|
+
function sealed(pose: RigPose): RigPose {
|
|
1221
|
+
const { jaw, mouthOpen = 0, mouthPress } = pose;
|
|
1222
|
+
if (jaw === undefined || mouthPress === undefined) return pose;
|
|
1223
|
+
const seal = Math.min(1, Math.max(0, (mouthPress - SEAL_FROM) / (SEAL_FULL - SEAL_FROM)));
|
|
1224
|
+
const excess = jaw - JAW_OF_OPEN * mouthOpen;
|
|
1225
|
+
return seal > 0 && excess > 0 ? { ...pose, jaw: jaw - seal * excess } : pose;
|
|
1226
|
+
}
|
|
1227
|
+
|
|
1152
1228
|
/** One side's weights for the asset's expression maps, in its order. A
|
|
1153
1229
|
* channel with no side (`mouthPress`) weighs the same on both. */
|
|
1154
1230
|
const expressionWeights = (pose: RigPose, side: "L" | "R", expression: Expression,
|
|
@@ -1164,27 +1240,22 @@ const expressionWeights = (pose: RigPose, side: "L" | "R", expression: Expressio
|
|
|
1164
1240
|
});
|
|
1165
1241
|
};
|
|
1166
1242
|
|
|
1167
|
-
|
|
1168
|
-
// passes `rigOptions` through verbatim and has no way to know any rig's shape.
|
|
1169
|
-
export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig {
|
|
1243
|
+
export function createCharacterRig(mount: HTMLElement, options?: unknown): AvatarRig {
|
|
1170
1244
|
const { onReady, url, expression: readExpression = true, readback = false } =
|
|
1171
|
-
(options ?? {}) as
|
|
1245
|
+
(options ?? {}) as CharacterRigOptions;
|
|
1172
1246
|
// A missing `url` is a caller's defect, not a browser condition — the WebGL
|
|
1173
1247
|
// path below degrades because a driver is nobody's fault, whereas this would
|
|
1174
1248
|
// otherwise be a 404 on a path spelled `undefined`.
|
|
1175
|
-
if (!url) throw new TypeError("
|
|
1249
|
+
if (!url) throw new TypeError("createCharacterRig: `url` is required");
|
|
1176
1250
|
const scene = new THREE.Scene();
|
|
1177
1251
|
const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0.1, 100);
|
|
1178
1252
|
camera.position.set(0, FRAME_CENTRE, 6);
|
|
1179
1253
|
camera.lookAt(0, FRAME_CENTRE, 0);
|
|
1180
1254
|
|
|
1181
1255
|
const renderer = webglRenderer(readback);
|
|
1182
|
-
//
|
|
1183
|
-
//
|
|
1184
|
-
//
|
|
1185
|
-
// it, over a browser condition that is nobody's defect. WebGL is unavailable
|
|
1186
|
-
// more often than it looks — a driver on a blocklist, a hardened profile, a
|
|
1187
|
-
// remote desktop — and the right outcome is a call that still has audio,
|
|
1256
|
+
// `createAvatar` is synchronous, so anything thrown here lands in the
|
|
1257
|
+
// consumer's window and takes the call page with it over a browser condition
|
|
1258
|
+
// that is nobody's defect. The right outcome is a call that still has audio,
|
|
1188
1259
|
// captions and states, with an empty tile where the head would be.
|
|
1189
1260
|
//
|
|
1190
1261
|
// `warn` rather than `error` on purpose: `[avatar]` console errors mean a
|
|
@@ -1221,20 +1292,18 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
|
|
|
1221
1292
|
// `trunk` sways everything, and `lift` carries the neck and head on the
|
|
1222
1293
|
// breath the torso takes inside `trunk` — and on the lean's rigid share,
|
|
1223
1294
|
// which reaches the head the same way for the same reason.
|
|
1224
|
-
//
|
|
1225
|
-
// There were three. The outermost was `figure`, and it existed only to scale
|
|
1226
|
-
// the whole character for `torsoLean`; with the camera a sibling rather than
|
|
1227
|
-
// a child, that was a zoom and not a lean. The trunk deforms on the shell now
|
|
1228
|
-
// (`morphs.torso_targets`), so the group has no work left and is gone rather
|
|
1229
|
-
// than left behind as an identity transform for someone to wonder about.
|
|
1230
1295
|
const trunk = new THREE.Group();
|
|
1231
1296
|
const lift = new THREE.Group();
|
|
1232
1297
|
const head = new THREE.Group();
|
|
1233
|
-
|
|
1298
|
+
// The asset's own, once it has loaded; these hold the shape of the hierarchy
|
|
1299
|
+
// until then, and nothing draws before that.
|
|
1300
|
+
let pivot = PIVOT.clone();
|
|
1301
|
+
let rollPivot = ROLL_PIVOT.clone();
|
|
1302
|
+
head.position.copy(pivot);
|
|
1234
1303
|
// Yaw and pitch turn `head`; roll turns `tilt`, which rides inside them at
|
|
1235
|
-
// the chin (
|
|
1304
|
+
// the chin (`rollPivot`), so the parts hang from `tilt`.
|
|
1236
1305
|
const tilt = new THREE.Group();
|
|
1237
|
-
tilt.position.subVectors(
|
|
1306
|
+
tilt.position.subVectors(rollPivot, pivot);
|
|
1238
1307
|
scene.add(trunk);
|
|
1239
1308
|
trunk.add(lift);
|
|
1240
1309
|
lift.add(head);
|
|
@@ -1252,34 +1321,49 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
|
|
|
1252
1321
|
const eyes: THREE.Object3D[] = [];
|
|
1253
1322
|
// Both globes turn together, so one rotation serves both sockets.
|
|
1254
1323
|
const gaze = { value: new THREE.Matrix3() };
|
|
1324
|
+
const lidShade = { L: { value: 1 }, R: { value: 1 } };
|
|
1255
1325
|
const turn = new THREE.Matrix4();
|
|
1256
1326
|
let expression: Expression | null = null;
|
|
1327
|
+
let shut: Shut | null = null;
|
|
1257
1328
|
// The `Hair` shell, on a character whose hair hangs low enough to have the
|
|
1258
|
-
// roll pair
|
|
1259
|
-
|
|
1329
|
+
// roll pair, and the `HairLayer` over the body, on one whose hair is a layer
|
|
1330
|
+
// of its own; empty where the hair stops beside the temple (`HAIR_ROLL`).
|
|
1331
|
+
const hairMeshes: THREE.Mesh[] = [];
|
|
1260
1332
|
// The head's roll in the asset's own frame — what both the neck's follow and
|
|
1261
1333
|
// the hair's are authored about — and the hair's own, which chases it.
|
|
1262
1334
|
let headRollRad = 0;
|
|
1263
1335
|
let hairRollRad = 0;
|
|
1264
1336
|
let hairRate = 0;
|
|
1265
1337
|
let hairSeeded = false;
|
|
1338
|
+
// How far the jaw's rim travels at jaw = 1 on this asset, and the uniform the
|
|
1339
|
+
// neck's shadow reads it through at the pose's influence (`jawShadow`).
|
|
1340
|
+
let jawRimTravel = 0;
|
|
1341
|
+
const jawDrop = { value: 0 };
|
|
1342
|
+
// The lip opening at rest and each channel's move of it, off the shell
|
|
1343
|
+
// (`build_character.lip_aperture`), as [top, bottom, left, right]; and what
|
|
1344
|
+
// `mouthInterior` reads it through, as (centre, top, half-width, height).
|
|
1345
|
+
let aperture: { rest: number[]; deltas: [string, number[]][] } | null = null;
|
|
1346
|
+
const mouthOpening = { value: new THREE.Vector4(0, 0, 1, 1) };
|
|
1347
|
+
const tongueLift = { value: 0 };
|
|
1266
1348
|
|
|
1267
1349
|
/** The share of the head's roll the hair settles at. */
|
|
1268
1350
|
const hairTarget = () => headRollRad * (1 - HAIR_ROLL.hold);
|
|
1269
1351
|
|
|
1270
1352
|
const writeHair = () => {
|
|
1271
|
-
const dictionary = hairMesh?.morphTargetDictionary;
|
|
1272
|
-
const influences = hairMesh?.morphTargetInfluences;
|
|
1273
|
-
if (!dictionary || !influences) return;
|
|
1274
1353
|
const extra = hairRollRad - headRollRad;
|
|
1275
|
-
for (const
|
|
1276
|
-
const
|
|
1277
|
-
|
|
1354
|
+
for (const mesh of hairMeshes) {
|
|
1355
|
+
const dictionary = mesh.morphTargetDictionary;
|
|
1356
|
+
const influences = mesh.morphTargetInfluences;
|
|
1357
|
+
if (!dictionary || !influences) continue;
|
|
1358
|
+
for (const [channel, index] of Object.entries(dictionary)) {
|
|
1359
|
+
const term = hairInfluence(channel, extra);
|
|
1360
|
+
if (term !== null) influences[index] = term;
|
|
1361
|
+
}
|
|
1278
1362
|
}
|
|
1279
1363
|
};
|
|
1280
1364
|
|
|
1281
1365
|
const stepHair = (dt: number) => {
|
|
1282
|
-
if (!
|
|
1366
|
+
if (!hairMeshes.length || !hairSeeded) return;
|
|
1283
1367
|
({ angle: hairRollRad, rate: hairRate } =
|
|
1284
1368
|
hairRollStep(hairRollRad, hairRate, hairTarget(), dt));
|
|
1285
1369
|
};
|
|
@@ -1293,9 +1377,10 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
|
|
|
1293
1377
|
// of the wrong aspect shows more or less background rather than a face of
|
|
1294
1378
|
// the wrong shape. The atlas cannot be stretched: it is a photograph.
|
|
1295
1379
|
// Symmetric about the camera, which is *already* at the frame's centre
|
|
1296
|
-
// height
|
|
1297
|
-
// the face rendered 0.47 face heights low, at exactly the right size,
|
|
1298
|
-
// reads as a framing choice rather than as the arithmetic error it
|
|
1380
|
+
// height — offsetting the frustum by that centre as well applies it twice,
|
|
1381
|
+
// and the face rendered 0.47 face heights low, at exactly the right size,
|
|
1382
|
+
// which reads as a framing choice rather than as the arithmetic error it
|
|
1383
|
+
// was.
|
|
1299
1384
|
const halfHeight = FRAME_HEIGHT / 2;
|
|
1300
1385
|
const halfWidth = (halfHeight * width) / height;
|
|
1301
1386
|
camera.top = halfHeight;
|
|
@@ -1308,7 +1393,8 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
|
|
|
1308
1393
|
observer.observe(mount);
|
|
1309
1394
|
resize();
|
|
1310
1395
|
|
|
1311
|
-
const applyPose = (
|
|
1396
|
+
const applyPose = (given: RigPose) => {
|
|
1397
|
+
const pose = sealed(given);
|
|
1312
1398
|
headRollRad = radians(((pose.headRoll ?? 0) / HEAD_CLAMP) * HEAD_DEG.roll);
|
|
1313
1399
|
// The first pose is a starting point, not a movement: seed the hair where it
|
|
1314
1400
|
// would have settled, so a tool that sets one pose and screenshots it gets
|
|
@@ -1319,7 +1405,7 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
|
|
|
1319
1405
|
const influences = mesh.morphTargetInfluences;
|
|
1320
1406
|
if (!dictionary || !influences) continue;
|
|
1321
1407
|
const neck = mesh.name === "Neck";
|
|
1322
|
-
const hair = mesh
|
|
1408
|
+
const hair = hairMeshes.includes(mesh);
|
|
1323
1409
|
for (const [channel, index] of Object.entries(dictionary)) {
|
|
1324
1410
|
// The hair carries the head's roll channel too, and it is neither a
|
|
1325
1411
|
// channel value nor the head's own angle: it is how much *further* than
|
|
@@ -1330,9 +1416,11 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
|
|
|
1330
1416
|
if (term !== null) { influences[index] = term; continue; }
|
|
1331
1417
|
}
|
|
1332
1418
|
// The neck's head targets are the rotation's two terms, not a channel
|
|
1333
|
-
// scaled by the influence law. Only on the neck
|
|
1334
|
-
//
|
|
1335
|
-
|
|
1419
|
+
// scaled by the influence law. Only on the neck and the hair layer's
|
|
1420
|
+
// yaw hold (`morphs.hair_layer_targets`), whose field carries the hold
|
|
1421
|
+
// and takes the skull's own angle: the same three channel names on the
|
|
1422
|
+
// head group are a rigid transform, and nowhere else.
|
|
1423
|
+
if (neck || (hair && mesh.name === "HairLayer")) {
|
|
1336
1424
|
const term = neckInfluence(channel, pose);
|
|
1337
1425
|
if (term !== null) { influences[index] = term; continue; }
|
|
1338
1426
|
}
|
|
@@ -1342,6 +1430,23 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
|
|
|
1342
1430
|
influences[index] = (value === undefined ? 0 : influence(channel, value)) - follow;
|
|
1343
1431
|
}
|
|
1344
1432
|
}
|
|
1433
|
+
// The chin's shadow on the throat rides the same channel the chin does.
|
|
1434
|
+
jawDrop.value = jawRimTravel
|
|
1435
|
+
* (pose.jaw === undefined ? 0 : influence("jaw", pose.jaw));
|
|
1436
|
+
if (aperture) {
|
|
1437
|
+
const at = aperture.rest.slice();
|
|
1438
|
+
for (const [channel, delta] of aperture.deltas) {
|
|
1439
|
+
const value = pose[channel];
|
|
1440
|
+
if (value === undefined) continue;
|
|
1441
|
+
const k = influence(channel, value);
|
|
1442
|
+
for (let i = 0; i < 4; i++) at[i] += k * delta[i];
|
|
1443
|
+
}
|
|
1444
|
+
// A floor on the height so a shut mouth divides by something: the seam
|
|
1445
|
+
// it shows is a line, and what colour a line is does not read.
|
|
1446
|
+
mouthOpening.value.set((at[2] + at[3]) / 2, at[0], Math.max((at[3] - at[2]) / 2, 1e-3),
|
|
1447
|
+
Math.max(at[0] - at[1], 2e-3));
|
|
1448
|
+
}
|
|
1449
|
+
tongueLift.value = pose.tongue === undefined ? 0 : influence("tongue", pose.tongue);
|
|
1345
1450
|
// Blender's Z is face-space v, so its yaw is about Z, its pitch about X and
|
|
1346
1451
|
// its roll about Y. The export maps Blender (x, y, z) to glTF (x, z, −y),
|
|
1347
1452
|
// so Blender +Z *is* glTF +Y and Blender +X is glTF +X: yaw and pitch carry
|
|
@@ -1349,15 +1454,9 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
|
|
|
1349
1454
|
// is glTF −Z, and that is a statement about two axes and not about the
|
|
1350
1455
|
// channel.
|
|
1351
1456
|
//
|
|
1352
|
-
// Yaw
|
|
1353
|
-
//
|
|
1354
|
-
//
|
|
1355
|
-
// *left* on a positive `headYaw`, against `params.js`'s stated sign. It
|
|
1356
|
-
// survived because the same negation was in `build_tara.pose_head`, so the
|
|
1357
|
-
// Blender preview and the browser agreed with each other and only disagreed
|
|
1358
|
-
// with the library. `gaze.js` is what makes it a defect rather than a
|
|
1359
|
-
// convention: it hands `pupilX` and `headYaw` the same aversion term, so
|
|
1360
|
-
// tara's eyes went one way and her head went the other.
|
|
1457
|
+
// Yaw is not negated, and a negation here survived for a long time because
|
|
1458
|
+
// `build_character.pose_head` had the same one: the Blender preview and the
|
|
1459
|
+
// browser agreed with each other and only disagreed with the library.
|
|
1361
1460
|
//
|
|
1362
1461
|
// YXZ because that is the order a neck composes in — yaw carrying the pitch
|
|
1363
1462
|
// — rather than the order three.js defaults to.
|
|
@@ -1402,14 +1501,43 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
|
|
|
1402
1501
|
);
|
|
1403
1502
|
}
|
|
1404
1503
|
if (eyes.length) gaze.value.setFromMatrix4(turn.makeRotationFromEuler(eyes[0].rotation));
|
|
1504
|
+
for (const side of ["L", "R"] as const) {
|
|
1505
|
+
const value = pose[`lid${side}`];
|
|
1506
|
+
const i = value === undefined ? 0 : influence(`lid${side}`, value);
|
|
1507
|
+
lidShade[side].value = 1 - LID_SHADE * THREE.MathUtils.smoothstep(i, LID_SHADE_FROM, 1);
|
|
1508
|
+
}
|
|
1405
1509
|
if (expression) {
|
|
1406
1510
|
expressionWeights(pose, "L", expression, expression.left);
|
|
1407
1511
|
expressionWeights(pose, "R", expression, expression.right);
|
|
1408
1512
|
}
|
|
1513
|
+
if (shut) {
|
|
1514
|
+
const closure = (channel: "lidL" | "lidR") => {
|
|
1515
|
+
const value = pose[channel];
|
|
1516
|
+
return value === undefined ? 0 : influence(channel, value);
|
|
1517
|
+
};
|
|
1518
|
+
const [l, r] = [closure("lidL"), closure("lidR")];
|
|
1519
|
+
const { smoothstep } = THREE.MathUtils;
|
|
1520
|
+
shut.lid.set(smoothstep(l, SHUT_FROM, SHUT_FULL), smoothstep(r, SHUT_FROM, SHUT_FULL));
|
|
1521
|
+
shut.fringe.set(smoothstep(l, SHUT_FRINGE_FROM, SHUT_FRINGE_FULL),
|
|
1522
|
+
smoothstep(r, SHUT_FRINGE_FROM, SHUT_FRINGE_FULL));
|
|
1523
|
+
}
|
|
1409
1524
|
};
|
|
1410
1525
|
|
|
1411
1526
|
new GLTFLoader().load(url, (gltf) => {
|
|
1412
1527
|
if (destroyed) return;
|
|
1528
|
+
// Where this head turns and tilts, and what rides its skull, are facts
|
|
1529
|
+
// about this head — measured by the build, stamped into the scene, and read
|
|
1530
|
+
// here before anything is reparented into the frames they define. An asset
|
|
1531
|
+
// that predates the stamp keeps the constants above, which are the numbers
|
|
1532
|
+
// it was built with.
|
|
1533
|
+
const stamp = (gltf.scene.userData ?? {}) as Record<string, unknown>;
|
|
1534
|
+
pivot = stampedVec(stamp, "head_pivot", PIVOT);
|
|
1535
|
+
rollPivot = stampedVec(stamp, "roll_pivot", ROLL_PIVOT);
|
|
1536
|
+
head.position.copy(pivot);
|
|
1537
|
+
tilt.position.subVectors(rollPivot, pivot);
|
|
1538
|
+
const headParts = Array.isArray(stamp.head_parts)
|
|
1539
|
+
&& stamp.head_parts.every((n) => typeof n === "string")
|
|
1540
|
+
? stamp.head_parts as string[] : HEAD_PARTS;
|
|
1413
1541
|
trunk.add(gltf.scene);
|
|
1414
1542
|
// Collect the morphed meshes *before* reparenting: every one of them is a
|
|
1415
1543
|
// head part, so a traverse of `gltf.scene` after the move finds only the
|
|
@@ -1420,7 +1548,15 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
|
|
|
1420
1548
|
if (mesh.isMesh && mesh.morphTargetDictionary) morphed.push(mesh);
|
|
1421
1549
|
// Kept aside as well: its roll pair is driven by a clock and not only by a
|
|
1422
1550
|
// pose, so the render loop has to reach it between poses (`HAIR_ROLL`).
|
|
1423
|
-
if (mesh.isMesh && mesh.name === "Hair"
|
|
1551
|
+
if (mesh.isMesh && (mesh.name === "Hair" || mesh.name === "HairLayer")
|
|
1552
|
+
&& mesh.morphTargetDictionary) hairMeshes.push(mesh);
|
|
1553
|
+
// Hair that lies over the body is in front of everything the portrait
|
|
1554
|
+
// has, and it turns with the skull where the chest does not: tested
|
|
1555
|
+
// against depth, a nod swings the lower hank back through the chest.
|
|
1556
|
+
if (mesh.isMesh && mesh.name === "HairLayer") {
|
|
1557
|
+
(mesh.material as THREE.Material).depthTest = false;
|
|
1558
|
+
mesh.renderOrder = 1;
|
|
1559
|
+
}
|
|
1424
1560
|
});
|
|
1425
1561
|
// Out of the scene before anything draws it: it carries the maps, and is
|
|
1426
1562
|
// one triangle behind the body that nothing should pay a draw call for.
|
|
@@ -1432,26 +1568,40 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
|
|
|
1432
1568
|
carrier.geometry.dispose();
|
|
1433
1569
|
(carrier.material as THREE.Material).dispose();
|
|
1434
1570
|
}
|
|
1435
|
-
|
|
1571
|
+
const shutCarrier = gltf.scene.getObjectByName("Shut") as THREE.Mesh | undefined;
|
|
1572
|
+
if (shutCarrier) {
|
|
1573
|
+
shutCarrier.removeFromParent();
|
|
1574
|
+
shut = shutLids(shutCarrier);
|
|
1575
|
+
if (!shut) (shutCarrier.material as THREE.MeshStandardMaterial).map?.dispose();
|
|
1576
|
+
shutCarrier.geometry.dispose();
|
|
1577
|
+
(shutCarrier.material as THREE.Material).dispose();
|
|
1578
|
+
}
|
|
1579
|
+
for (const name of headParts) {
|
|
1436
1580
|
const part = gltf.scene.getObjectByName(name);
|
|
1437
1581
|
// Reparenting moves the object into the tilt's frame, whose origin is
|
|
1438
|
-
//
|
|
1439
|
-
// `attach()` would do this from the world matrix, which has
|
|
1440
|
-
// computed yet at load.
|
|
1582
|
+
// the roll pivot, so subtract that to leave the part where it was
|
|
1583
|
+
// authored. `attach()` would do this from the world matrix, which has
|
|
1584
|
+
// not been computed yet at load.
|
|
1441
1585
|
if (part) {
|
|
1442
|
-
part.position.sub(
|
|
1586
|
+
part.position.sub(rollPivot);
|
|
1443
1587
|
tilt.add(part);
|
|
1444
1588
|
}
|
|
1445
1589
|
}
|
|
1446
1590
|
// One clone per source material, shared by every shell that carries the
|
|
1447
1591
|
// field; a mesh without it keeps the material it came with.
|
|
1592
|
+
// The shell with the lids is a clone of its own: the ears and the hair
|
|
1593
|
+
// share its material and have no lid attributes to read.
|
|
1448
1594
|
const turned = new Map<THREE.Material, THREE.MeshStandardMaterial>();
|
|
1595
|
+
const lidded = new Map<THREE.Material, THREE.MeshStandardMaterial>();
|
|
1449
1596
|
head.traverse((object) => {
|
|
1450
1597
|
const mesh = object as THREE.Mesh;
|
|
1451
1598
|
if (!mesh.isMesh || !mesh.geometry.getAttribute(MOTION_DEPTH)) return;
|
|
1452
1599
|
const base = mesh.material as THREE.MeshStandardMaterial;
|
|
1453
|
-
const
|
|
1454
|
-
turned
|
|
1600
|
+
const withLids = shut !== null && LID_SHUT_ATTRS.every((name) => mesh.geometry.getAttribute(name) !== undefined);
|
|
1601
|
+
const cache = withLids ? lidded : turned;
|
|
1602
|
+
const own = cache.get(base)
|
|
1603
|
+
?? motionDepth(base, expression ?? undefined, withLids ? shut ?? undefined : undefined);
|
|
1604
|
+
cache.set(base, own);
|
|
1455
1605
|
mesh.material = own;
|
|
1456
1606
|
});
|
|
1457
1607
|
// The neck rides the breath with the head; the torso *is* the breath. Both
|
|
@@ -1459,15 +1609,18 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
|
|
|
1459
1609
|
// origin until a pose arrives, so moving the neck needs no correction.
|
|
1460
1610
|
const neck = gltf.scene.getObjectByName("Neck") as THREE.Mesh | undefined;
|
|
1461
1611
|
if (neck) lift.add(neck);
|
|
1462
|
-
// The shadow's map comes from the build (`
|
|
1612
|
+
// The shadow's map comes from the build (`build_character.py`, the neck); an
|
|
1463
1613
|
// asset without it keeps the shadow painted on, as every build did before.
|
|
1464
1614
|
const skull = head.getObjectByName("Head");
|
|
1465
|
-
const { jaw_shadow_uv: jawUv, jaw_shadow_extent: jawExtent, jaw_shadow_rim_z: jawRim
|
|
1466
|
-
|
|
1615
|
+
const { jaw_shadow_uv: jawUv, jaw_shadow_extent: jawExtent, jaw_shadow_rim_z: jawRim,
|
|
1616
|
+
jaw_shadow_drop: jawTravel } = neck?.userData ?? {};
|
|
1467
1617
|
if (neck && skull && Array.isArray(jawUv) && Array.isArray(jawExtent) && typeof jawRim === "number") {
|
|
1468
1618
|
const headInverse = { value: new THREE.Matrix4() };
|
|
1619
|
+
// A build that predates the travel keeps the shadow rotating but not
|
|
1620
|
+
// opening, which is where this started and is still better than no tile.
|
|
1621
|
+
jawRimTravel = typeof jawTravel === "number" ? jawTravel : 0;
|
|
1469
1622
|
neck.material = jawShadow(neck.material as THREE.MeshStandardMaterial, jawUv, jawExtent,
|
|
1470
|
-
jawRim, headInverse);
|
|
1623
|
+
jawRim, headInverse, jawDrop);
|
|
1471
1624
|
neck.onBeforeRender = (_renderer, _scene, camera) => {
|
|
1472
1625
|
headInverse.value.multiplyMatrices(camera.matrixWorldInverse, skull.matrixWorld).invert();
|
|
1473
1626
|
};
|
|
@@ -1493,21 +1646,32 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
|
|
|
1493
1646
|
// before the globes carried the field keeps the socket shader alone.
|
|
1494
1647
|
mesh.material = socketed(mesh.material as THREE.MeshStandardMaterial,
|
|
1495
1648
|
name === "Eye_L" ? -1 : 1, gaze,
|
|
1496
|
-
mesh.geometry.getAttribute(MOTION_DEPTH) !== undefined
|
|
1649
|
+
mesh.geometry.getAttribute(MOTION_DEPTH) !== undefined,
|
|
1650
|
+
name === "Eye_L" ? lidShade.L : lidShade.R);
|
|
1497
1651
|
eyes.push(globe);
|
|
1498
1652
|
}
|
|
1499
|
-
// The mouth's inside,
|
|
1500
|
-
//
|
|
1501
|
-
// hard-codes a `tara_` prefix, so tushar's cavity material
|
|
1502
|
-
// `tara_cavity` as well, and the mesh is what distinguishes it.
|
|
1503
|
-
|
|
1504
|
-
|
|
1505
|
-
|
|
1506
|
-
|
|
1507
|
-
|
|
1508
|
-
|
|
1509
|
-
|
|
1653
|
+
// The mouth's inside, painted against the opening the lips make
|
|
1654
|
+
// (`mouthInterior`). Found by *mesh* name rather than material name:
|
|
1655
|
+
// `flat_material` hard-codes a `tara_` prefix, so tushar's cavity material
|
|
1656
|
+
// is called `tara_cavity` as well, and the mesh is what distinguishes it.
|
|
1657
|
+
// An asset built before the shell carried its opening keeps the flat fill.
|
|
1658
|
+
const opening = skull?.userData?.aperture as
|
|
1659
|
+
{ rest?: unknown; deltas?: Record<string, unknown> } | undefined;
|
|
1660
|
+
if (opening && Array.isArray(opening.rest) && opening.rest.length === 4) {
|
|
1661
|
+
aperture = { rest: opening.rest as number[],
|
|
1662
|
+
deltas: Object.entries(opening.deltas ?? {})
|
|
1663
|
+
.filter((e): e is [string, number[]] => Array.isArray(e[1]) && e[1].length === 4) };
|
|
1664
|
+
for (const [name, lift] of [["Cavity", { value: 0 }], ["Tongue", tongueLift]] as const) {
|
|
1665
|
+
const mesh = head.getObjectByName(name) as THREE.Mesh | undefined;
|
|
1666
|
+
if (!mesh) continue;
|
|
1667
|
+
const extent = mesh.userData?.interior_extent;
|
|
1668
|
+
mesh.material = mouthInterior(mesh.material as THREE.MeshStandardMaterial, mouthOpening, lift,
|
|
1669
|
+
Array.isArray(extent) && extent.length === 4 ? extent : null);
|
|
1510
1670
|
}
|
|
1671
|
+
const lower = head.getObjectByName("Teeth_Lower") as THREE.Mesh | undefined;
|
|
1672
|
+
if (lower) lower.material = lowerArch(lower.material as THREE.MeshStandardMaterial, mouthOpening);
|
|
1673
|
+
const upper = head.getObjectByName("Teeth_Upper") as THREE.Mesh | undefined;
|
|
1674
|
+
if (upper) upper.material = upperArch(upper.material as THREE.MeshStandardMaterial, mouthOpening);
|
|
1511
1675
|
}
|
|
1512
1676
|
// A rig with no morph targets still renders a perfectly good rest pose, so
|
|
1513
1677
|
// the failure mode of losing them is a face that simply never moves — which
|
|
@@ -1519,15 +1683,11 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
|
|
|
1519
1683
|
onReady?.();
|
|
1520
1684
|
}, undefined, (error: unknown) => console.error("[avatar] could not load this character", url, error));
|
|
1521
1685
|
|
|
1522
|
-
//
|
|
1523
|
-
//
|
|
1524
|
-
//
|
|
1525
|
-
//
|
|
1526
|
-
//
|
|
1527
|
-
// and waits for the next one — 50 ms, i.e. 20 fps, not 30. Four milliseconds
|
|
1528
|
-
// is under half the interval of every rate worth caring about (8.3 at 120,
|
|
1529
|
-
// 11.1 at 90, 16.7 at 60), so it can never admit two frames where one belongs,
|
|
1530
|
-
// and it puts 60, 90 and 120 Hz all on 30 fps.
|
|
1686
|
+
// rAF fires on the panel's own grid, so elapsed lands *near* the frame
|
|
1687
|
+
// interval and never on it, and a bare `elapsed < MIN_FRAME_MS` rejects the
|
|
1688
|
+
// frame it wants and waits for the next — 20 fps, not 30. The tolerance is
|
|
1689
|
+
// under half the interval at 120, 90 and 60 Hz, so it can never admit two
|
|
1690
|
+
// frames where one belongs.
|
|
1531
1691
|
const GRID_TOLERANCE_MS = 4;
|
|
1532
1692
|
let lastFrameMs = 0;
|
|
1533
1693
|
renderer.setAnimationLoop(() => {
|
|
@@ -1578,6 +1738,7 @@ export function createTaraRig(mount: HTMLElement, options?: unknown): AvatarRig
|
|
|
1578
1738
|
});
|
|
1579
1739
|
// A uniform, not a material's map, so the traverse above never meets it.
|
|
1580
1740
|
expression?.map.dispose();
|
|
1741
|
+
shut?.map.dispose();
|
|
1581
1742
|
renderer.dispose();
|
|
1582
1743
|
renderer.domElement.remove();
|
|
1583
1744
|
},
|