Mixamo animation support (#37)

This PR adds support for Mixamo FBX imports (via backend conversion to
glTF/glB) and some miscellaneous improvements to the animation systems.

### User-facing improvements
* Retargeting math has been fixed to eliminate jittering issues
* Retargeter can now handle animated bone translations when present
  (generally this is only used for root motion)

### Housekeeping / Code improvements

* Animation-related components and system logic have been moved to a
  dedicated `anim` module and `AnimPlugin`
* Retargeting stuff has been moved from the `bvh` module to
  `anim::retargeting`
* Component-based solution for marking an entity as an animation
  retargeting source makes it easy to extend the retargeting functionality
  to new types of source animations

### Limitations

Currently the code assumes that there will be at most one animation
source at a time. That single animation (if present) will be retargeted
to all other skeletons in the scene. A component-based solution for
directing a specific target skeleton to use a specific source animation
is possible, but will require some additional consideration around the
implementation design for the read-only "viewer" modes.

### Test animations:

* Hip-Hop Dancing (Mixamo): ?mode=viewer&mixamo=mocap/hip-hop-dancing.gltf
* Shuffle (MocapNET): ?mode=viewer&bvh=mocap/shuffle.bvh
* Scott (MocapNET): ?mode=viewer&bvh=mocap/scott.bvh
* Scott 1 (MocapNET): ?mode=viewer&bvh=mocap/scott1.bvh
This commit is contained in:
Danny McGee
2024-02-09 13:21:16 -05:00
committed by GitHub
parent d1b4aab8ca
commit a5aeff7a3a
13 changed files with 4109 additions and 299 deletions
+39 -5
View File
@@ -2,20 +2,22 @@
use bevy::{app::PluginGroupBuilder, prelude::*};
use bevy_mod_picking::DefaultPickingPlugins;
use bevy_web_asset::WebAssetPlugin;
use bvh::BvhPlugin;
#[cfg(feature = "wasm")]
use wasm_bindgen::prelude::*;
mod anim;
mod bvh;
mod camera_controller;
mod debug;
mod design_system;
mod hierarchy;
mod input;
mod inspector;
mod interaction;
mod math;
mod mixamo;
mod persistance;
mod scene;
mod skybox;
@@ -24,12 +26,16 @@ pub mod viewport;
mod world_grid;
pub use crate::{
anim::AnimPlugin,
bvh::BvhPlugin,
camera_controller::CameraControllerPlugin,
debug::DebugPlugin,
input::StudioInputPlugin,
inspector::InspectorPlugin,
interaction::InteractionPlugin,
math::InterpolationPlugin,
mixamo::{MixamoImportEvent, MixamoPlugin},
persistance::PersistancePlugin,
scene::{LoadSceneEvent, ScenePlugin},
skybox::{SkyboxId, SkyboxPlugin},
ui::UiLayerPlugin,
@@ -69,8 +75,8 @@ impl PluginGroup for CommonPlugins {
.add(StudioInputPlugin)
.add(UiLayerPlugin)
.add(WorldGridPlugin)
.add(persistance::PersistancePlugin)
.add(BvhPlugin)
.add(PersistancePlugin)
.add(AnimPlugin)
}
}
@@ -149,16 +155,44 @@ pub fn start_bvh_viewer(
let bvh_path = bvh_path.to_string();
app.add_plugins(BvhPlugin);
app.add_systems(
Startup,
move |mut cmd: Commands, r_assets: Res<AssetServer>| {
cmd.insert_resource(scene::TestBvh(r_assets.load(bvh_path.clone())));
cmd.insert_resource(bvh::TestBvh(r_assets.load(bvh_path.clone())));
},
);
app.run();
}
#[cfg_attr(feature = "wasm", wasm_bindgen(js_name = startMixamoViewer))]
pub fn start_mixamo_viewer(
mixamo_path: &str,
skybox_id: &str,
canvas_selector: &str,
canvas_alt: &str,
viewport_size: ViewportSize,
) {
let mut app = start_internal(
"Mannequin.gltf",
skybox_id,
canvas_selector,
canvas_alt,
viewport_size,
StudioMode::Viewer,
);
let mixamo_path = mixamo_path.to_string();
app.add_plugins(MixamoPlugin);
app.add_systems(Startup, move |mut ew: EventWriter<MixamoImportEvent>| {
ew.send(MixamoImportEvent(mixamo_path.clone()));
});
app.run();
}
#[cfg_attr(feature = "wasm", wasm_bindgen)]
pub fn start(
object_id: &str,