UNPKG

skeletal-animation-system

Version:

A standalone, stateless, dual quaternion based skeletal animation system built with interactive applications in mind

353 lines (244 loc) 10.9 kB
skeletal-animation-system [![npm version](https://badge.fury.io/js/skeletal-animation-system.svg)](http://badge.fury.io/js/skeletal-animation-system) [![Build Status](https://travis-ci.org/chinedufn/skeletal-animation-system.svg?branch=master)](https://travis-ci.org/chinedufn/skeletal-animation-system) =============== > A standalone, stateless, dual quaternion based skeletal animation system built with interactive applications in mind [View live demo](http://chinedufn.github.io/skeletal-animation-system/) TODO: Create a demo site instead of just a demo. Embed a demo inside of the demo site ## Tutorials [WebGL Skeletal Animation Sound Effects Tutorial](http://chinedufn.com/webgl-skeletal-animation-sound-effect-tutorial/) [Attaching objects to bones](http://chinedufn.com/attaching-objects-to-bones/) [WebGL Skeletal Animation Tutorial](http://chinedufn.com/webgl-skeletal-animation-tutorial) ## Background / Initial Motivation skeletal-animation-system aims to give the user a flexible module for managing skeletal animations across different 3d models and bone groups. `skeletal-animation-system` aims to provide a sane API for starting, stopping and interpolating skeletal animations. It supports blending between your previous and current animation when you switch animations. It also supports splitting your model into different bone groups such as the upper and lower body, allowing you to, for example, play a walking animation for your legs while playing a punch animation for your upper body. `skeletal-animation-system` does not maintain an internal state, but instead lets the modules consumer track things such as the current animation and the current clock time. ## I use matrices and not dual quaternions The first versions of `skeletal-animation-system` uses matrices instead of dual quaternions. The issue there was that [blending matrices can lead to unexpected artifacts](http://chinedufn.com/dual-quaternion-shader-explained/). So we switched to dual quaternions and completely dropped support for matrices. However, if you use matrices you can still make use of `skeletal-animation-system`. 1. [Convert your matrices into dual quaternions](https://github.com/chinedufn/mat4-to-dual-quat) once when you first load your model. 2. Use `skeletal-animation-system` to determine your pose dual quaternions 3. [Convert your pose dual quaternions back into matrices before each render](https://github.com/chinedufn/dual-quat-to-mat4) 4. Use your newly created matrices for skinning The 3rd step here means that you're doing some extra work on the CPU, but this hopefully bridges the gap for you until you can move to dual quaternion based skinning. TODO: Example code demonstrating how to incorporate `skeletal-animation-system` into matrix based skinning application This API is still experimental and will evolve as we use it and realize the kinks. ## To Install ```sh $ npm install --save skeletal-animation-system ``` ## Demo To run the demo locally: ```sh $ git clone https://github.com/chinedufn/skeletal-animation-system $ cd skeletal-animation-system $ npm install $ npm run demo ``` Changes to the `demo` and `src` files will now live reload in your browser. --- [View live demo](http://chinedufn.github.io/skeletal-animation-system/) ## Usage ```js var animationSystem = require('skeletal-animation-system') // Parsed using collada-dae-parser or some other parser var parsedColladaModel = require('./parsed-collada-model.json') // Keyframe data for all joints. // @see `github.com/chinedufn/blender-actions-to-json` for an example format var lowerBodyKeyframes = {...} var upperBodyKey = {...} // Convert our joint names into their associated joint index number // This number comes from collada-dae-parser // (or your parser of choice) var upperBodyJointNums = [0, 1, 5, 6, 8] var lowerBodyJointNums = [2, 3, 4, 7, 9] // Our options for animating our model's upper body var upperBodyOptions = { currentTime: 28.24, jointNums: upperBodyJointsNums, blendFunction: function (dt) { // Blend animations linearly over 2.5 seconds return 1 / 2.5 * dt }, currentAnimation: { keyframes: currentAnimKeyframes, startTime: 25 }, previousAnimation: { keyframes: previousAnimKeyframes, startTime: 24.5 } } // Our options for animating our model's lower body var lowerBodyOptions = { currentTime: 28.24, jointNums: lowerBodyJointNums, currentAnimation: { keyframes: currentAnimKeyframes, startTime: 24.3, noLoop: true } } var interpolatedUpperBodyJoints = animationSystem .interpolateJoints(upperBodyOptions).joints var lowerBodyData = animationSystem .interpolateJoints(lowerBodyOptions) var interpolatedLowerBodyJoints = lowerBodyData.joints console.log(lowerBodyData.currentAnimationInfo) // => {lowerKeyframeNumber: 5, upperKeyframeNumber: 6} // You now have your interpolated upper and lower body dual quaternions (joints). // You can pass these into any vertex shader that // works with dual quaternions // If you're just getting started and you still need matrices you // can convert these into matrices using dual-quat-to-mat4 // @see https://github.com/chinedufn/dual-quat-to-mat4 ``` ## Expected JSON model format TODO: [Link to collada-dae-parser README]() ## Benchmark ```sh npm run bench ``` ## TODO: - [x] Handle rotation quaternion lerp when dot product is < 0 - [ ] Implement more from the papers linked in `References` section below (whenever we need them) - [x] Add documentation about how to approach playing a sound effect on a keyframe in your game / simulation / program - [x] Benchmark - [ ] Allow consumer to provide the sampling function between keyframes. Currently we sample linearly between all keyframes. Could make use of [chromakode/fcurve](https://github.com/chromakode/fcurve) here - [ ] Create a new demo site and demo(s) ## API ### `animationSystem.interpolateJoints(options)` -> `Object` #### options *Optional* Type: `object` ```js // Example overrides var myOptions = { // TODO: } interpolatedJoints = animationSystem.interpolateJoints(myOptions) ``` ##### currentTime Type: `Number` Default: `0` The current number of seconds elapsed. If you have an animation an loop, this will typically be the sum of all of your loops time deltas ```js // Example of tracking current time var currentTime = 0 function animationLoop (dt) { currentTime += dt } ``` ##### keyframes Type: `Object` Default: `{}` TODO: Link to collada-dae-parser README on keyframes for more info, but also put an example here ##### jointNums Type: `Array` An array of joint indices that you would like to interpolate. Say your model has 4 joints. To interpolate the entire model you would pass in [0, 1, 2, 3]. To only interpolate two of the joints you might pass in [0, 2], or any desired combination. These joint indices are based on the order of the joints in your `keyframes` ##### blendFunction Type: `Function` Default: `Blend linearly over 0.2 seconds` A function that accepts a time elapsed in seconds and returns a value between `0` and `1`. This returned value represents the weight of the new animation. ```js function myBlendFunction (dt) { // Blend the old animation into the new one linearly over 5 seconds return 0.2 * dt) } ``` ##### currentAnimation Type: `Object` An object containing parameters for the current animation If you supply a previous animation your current animation will be blended in using your `blendFunction` ```js var currentAnimation = { keyframes: {0: [..], 1.66666: [...]} startTime: 10 } ``` ###### currentAnimation.keyframes Type: `Array` ```js { "0": [ [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1], [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1], [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1] ], "1.33333": [ [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 2, 1], [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 2, 1], [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 5, 1] ] } ``` Pose matrices for each joint in the model, organized by the animation time (`0` and `1.33333` are seconds) ###### currentAnimation.startTime Type: `Number` The time in seconds that your current animation was initiated. This gets compared with the `currentTime` in order to interpolate your joint data appropriately. ###### currentAnimation.noLoop Type: `Boolean` Whether or not your animation should loop. For example, let's say you are 13 seconds into a 4 second animation. If `noLoop === true` then you will be playing the frame at the 4th second. If `noLoop === false` then you will be playing the frame at the 1st second. ##### previousAnimation An object containing parameters for the previous animations. Your previous animation gets blended out using your `blendFunction` while your current animation gets blended in. Type: `Object` ###### previousAnimation.keyframes Type: `Array` ```js { "0": [ [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1], [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1], [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1] ], "1.33333": [ [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 2, 1], [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 2, 1], [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 5, 1] ] } ``` Pose matrices for each joint in the model, organized by the animation time (`0` and `1.33333` are seconds) ###### previousAnimation.startTime Type: `Number` The time in seconds that your previous animation was initiated. This is used in order to blend in the current animation. ## Returned data ```js // Example { joints: [...], currentAnimationInfo: { lowerKeyframeNumber: 0, upperKeyframeNumber:: 1 } } ``` `currentAnimationInfo` is the lower and upper keyframe time bounds of the current animation. If you have three keyframes at 1 8 and 19 seconds and you are currently 12 seconds into your animation then your lower keyframe is 1 (8) and your upper keyframe is 2 (19). ## See Also - [collada-dae-parser](https://github.com/chinedufn/collada-dae-parser) - [blender-iks-to-fks](https://github.com/chinedufn/blender-iks-to-fks) - [blender-actions-to-json](https://github.com/chinedufn/blender-actions-to-json) ## References - [Anatomy of a skeletal animation system part 1](http://blog.demofox.org/2012/09/21/anatomy-of-a-skeletal-animation-system-part-1/), [part 2](http://blog.demofox.org/2012/09/21/anatomy-of-a-skeletal-animation-system-part-2/) and [part 3](http://blog.demofox.org/2012/09/21/anatomy-of-a-skeletal-animation-system-part-3/) - [Dual-Quaternions - From Classical Mechanics to Computer Graphics and Beyond](http://www.xbdev.net/misc_demos/demos/dual_quaternions_beyond/paper.pdf) - This taught us to negate one of the dual quaternions if the dot product of the rotation quaternions was less than 0 ## License MIT