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Update README.md #1
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# 1.0.0 (2022-11-01) ### Features * Initial commit ([e24717b](oculus-samples@e24717b))
## [1.0.1](oculus-samples/Unity-Movement@v1.0.0...v1.0.1) (2022-11-01) ### Bug Fixes * Update hip pinning chair ([fba7b55](oculus-samples@fba7b55))
Updates to documentation links
@andkim-meta has imported this pull request. If you are a Meta employee, you can view this diff on Phabricator. |
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Summary: Updates to documentation links Pull Request resolved: #1 Reviewed By: sohailshafiiWk Differential Revision: D40914412 Pulled By: andkim-meta fbshipit-source-id: 6b39196b57ca31661638bbfe4d40fa44b1ef6e0f
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…skeletal state Summary: The blendshape mapping character has constraints that constantly add an offset to the head and neck bones per frame to make the character look better. During each frame: 1. OVRSkeleton updates the bone positions. 2. Two constraints move the head up and neck down so that the character does not look so compressed. This is done using a per-frame offset. The problem is that if the user takes the headset off, #1 does not run, but the constraints from #2 will continue to affect the bones. They will continue to add offsets to the head and neck bones for each new frame, causing a strange stretch. Their existence depends on the skeleton updating the bone position *first* so that they can tweak it via an offset. The constraints should not run if the skeletal data is not valid or not initialized. This will prevent the constraints from running when the user's positions are not being set. Reviewed By: andkim-meta Differential Revision: D49867991 fbshipit-source-id: 59562b742253a1a694b270f99433b7e37f9c5969
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# [4.0.0](v3.1.1...v4.0.0) (2023-12-16) ### Bug Fixes * **Runtime:** Add max stretch for CCDIK and update deformation ([dbe19d1](dbe19d1)) * **Runtime:** Allow controlling blendshape example's constraints via skeletal state ([6579f9e](6579f9e)), closes [#1](#1) [#2](#2) * **Runtime:** Disable null check on BlendHandConstraint _autoAddTo ([c3fd6ad](c3fd6ad)) * **Runtime:** Update the accurate head option in deformation ([7a20b3b](7a20b3b)) * **Samples:** Disable _rigToggleOnFocus ([c6dc3bc](c6dc3bc)) ### Features * **Editor/Runtime/Samples:** Update for v60 ([8d5f1bb](8d5f1bb)) * **Editor:** Add IntAsEnum property attribute and drawer ([ccaa9cd](ccaa9cd)) * **Editor:** Update helper menus to add retargeting processors on the one-click setup ([cb2d5da](cb2d5da)) * **Editor:** Update one-click to also setup elbows and new deformation parameters ([11bf4b0](11bf4b0)) * **Runtime:** Add a weight to correct shoulder rotations in late update ([fb8d357](fb8d357)) * **Runtime:** Add additional spine alignment weights for the other spine bones ([63ba963](63ba963)) * **Runtime:** Add animation playback constraint ([5854f9e](5854f9e)) * **Runtime:** Add retargeting processors for retargeting layer, and update hand placement in deformation ([29e529b](29e529b)) * **Runtime:** Add shoulder stretch to RetargetingProcessorCorrectHand ([bf05baa](bf05baa)) * **Runtime:** Hip pinning supports animator ([67a19fe](67a19fe)) * **Runtime:** Retargeter sets hips via root motion function ([d79ee8f](d79ee8f)) * **Runtime:** Update BlendHandConstraint to control the weight of the correct hand retargeting processor ([cc340eb](cc340eb)) * **Runtime:** Update Deformation constraint logic to correct the spine more accurately along with the shoulders ([c4d9e31](c4d9e31)) * **Samples:** Buttons for ISDK and locomotion scenes ([02de41b](02de41b)) * **Samples:** Trilinear/aniso settings for locomotion textures ([eb1f38f](eb1f38f)) * **Samples:** Turn on translate dof on HighFi model ([ff68e17](ff68e17)) ### BREAKING CHANGES * **Editor/Runtime/Samples:** Samples rely on scripts found in v60 of the Meta SDK. Editor: - Add OVRProjectSetupMovementSDKSamples task to integrate with the Oculus Project Setup Tool for sample specific tasks - Remove ProjectValidationWindow, as the Project Setup Tool is used instead now Runtime: - Add support for tongue tracking - Add DeformationRig for driving available correctives on the face - Add full body for retargeting - Add full body animation constraints - Add toggle between high and low fidelity upper body tracking (IOBT) - Add body tracking calibration example - Updated helper menus to include setup for full body, and new constraints for upper body - Updated locomotion to support full body, and fix several bugs with locomotion - Updated locomotion to use animation blending between tracking (full body) and the locomotion animator Samples: - Updated the MovementAura scene with tongue support - Updated the MovementRetargeting scene to use a full body - Updated the MovementISDKIntegration scene to use a full body - Updated the MovementLocomotion scene to use a full body DEPRECATED: All legacy scripts have been placed in the Legacy folder. This includes the following: CustomMappings, FullBodyCustomMappings, AnimationConstraintMasker. Reviewed By: sohailshafiiWk Differential Revision: D52219081 fbshipit-source-id: 3dbdebc730609ec9c51ea8dee581ef36c831e9db
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…ustments, fix finger position weight usage Summary: Previously, `RetargetingProcessCorrectBones` did two things: 1. Applied adjustments (i.e. tweaks) even if rotational transforms were disabled. 2. Interpolated to the quaternion that aligned with the body tracking bone, *then* applied user-specific rotation tweaks to affect the bone. #1 is incorrect since disabling a rotational transform should mean that not just alignment but user-specific rotation tweaks should be off. #2 is incorrect since that means that when interpolating the weight of the processor, the bone will first "snap" to the adjustment, then start interpolating to the aligned value. The weight should cause the correct bones process to interpolate to a quaternion that represents the alignment to body tracking *combined* with adjustments, if any. This behavior is consistent with how the retargeting animation behaves, as seen in the picture below: {F1471250515} A similar pattern is applied to shoulder correction. Also, the `_fingerPositionCorrectionWeight` should be used only to adjust the weight of interpolation for position setting. Previously it was affecting the quaternion interpolation, which is wrong. That is fixed too. Reviewed By: andkim-meta Differential Revision: D55159185 fbshipit-source-id: ad8f3af56ae9e1192dc400d8c074e46796b96b19
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# [5.0.0](v4.4.0...v5.0.0) (2024-04-19) ### Bug Fixes * **Editor:** refresh bones on object change ([5b9493b](5b9493b)) * **Editor:** refresh bones on scene change ([c9d0398](c9d0398)) * **Editor:** Update spine adjustments calculation to affect only one axis ([8bc9397](8bc9397)) * **Runtime:** Add explicit dependency to burst in the Movement package ([34025a0](34025a0)) * **Runtime:** Fix deformation's toes interpolation ([5c0e126](5c0e126)) * **Runtime:** Fix edge case with AnimatorBoneVisualizer's TryGetBoneTransforms ([336ea4f](336ea4f)) * **Runtime:** Fix warnings for unused retargeted bone mappings ([c1ba908](c1ba908)) * **Runtime:** Optimize performance of retargeting ([7beeb41](7beeb41)) * **Runtime:** RetargetingProcessorCorrectBones interpolates using adjustments, fix finger position weight usage ([f51ea12](f51ea12)), closes [#1](#1) [#2](#2) * **Runtime:** Use correct world-to-local transformation for start to end vector ([f41a622](f41a622)) * **Samples:** added chest to all bones listing ([e957e08](e957e08)) * **Samples:** added controllers forfitness to control UI ([adf1582](adf1582)) * **Samples:** Fix icon positioning of menu outline ([c121fb9](c121fb9)) * **Samples:** hide skeleton lines when object disables ([1d82ea1](1d82ea1)) * **Samples:** renamed movement events ([a273892](a273892)) ### Documentation * **Samples:** Update README to new SDK version ([ae7bc2e](ae7bc2e)) ### Features * **Editor:** Update one-click retargeting with new parameters ([a827e6f](a827e6f)) * **Runtime:** Add support for automated custom bone mappings in retargeting ([df044c1](df044c1)) * **Runtime:** Add the shoulder roll property for deformation ([1e4dfa0](1e4dfa0)) * **runtime:** BodyTrackingForFitness sample ([0bfa946](0bfa946)) * **Runtime:** Deformation allows straightening spine ([5901e5a](5901e5a)) * **Runtime:** Finger position correction weight ([d49cb39](d49cb39)) * **Runtime:** Optimize more, and clean up ([7d530fa](7d530fa)) * **Runtime:** Original spine offsets should be proportional ([90b248a](90b248a)) * **Runtime:** Update retargeting blend hand processor for tracked head options ([24778ba](24778ba)) * **Samples:** Show hands or controllers with disembodied character ([1ae5cdc](1ae5cdc)) ### BREAKING CHANGES * **Runtime:** Updated bone mappings requires V63 SDK. V63 SDK introduces the OVRHumanBodyBonesMappingsInterface, which can be used to create custom bone pair mappings for retargeting. This feature adds support for that capability, adding the ability to set the bone mappings based on which optional bones are present on the Unity humanoid. The automatic mapping maps the HumanBodyBones.Chest bone to the OVRSkeleton.SpineMiddle bone, for a better result with the spine retargeting on most characters. However, if there is a missing UpperChest bone, the OVRSkeleton.SpineUpper bone will be mapped instead. These mappings can be modified in the inspector under Retargeted Bone Mappings. Reviewed By: sohailshafiiWk Differential Revision: D55996107 fbshipit-source-id: af32288b922282f595bd653852f051b6171738a1 * **Samples:** using v62 instead of v60 Updated references to the correct SDK version. Updated instructions for adding a Camera Rig. Added troubleshooting note about attempting to run scenes form the Packages folder (they may need to be copied to /Assets). Reviewed By: sohailshafiiWk Differential Revision: D55378812 fbshipit-source-id: b1cdf4c2a039f278e976c3f7f80ab21bb0d03542
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Updates to documentation links