Edward Fast wrote:
How is the transition animation triggered?  Is there something in Smartbody that "knows" that this transition animation exists?  Or we have to explicitely call this?  How does this work within the system as a whole?

The transitions have to called explicitly.  While there continue to be plans to move this sort of state management into SBM, its never been done.  The two large problems are: A.) knowing pose your current pose; and B.) mapping gestures and poses/body-state onto animation files.

Obviously, A.) can be hacked by just remembering the last pose requested.  However, this doesn't account for poses that might be changed in the future, prior in invoking the pose-dependent animation.  More correctly, we need to build a body-state module that represented planned transitions on a timeline.  Additionally, this timeline should provide hooks for mapping BML to controllers in a just-in-time manner, making sure the invoked controllers are using the latest body-state information.  And this also implies the hooks should be able to replan the BML schedule slightly to allow for such changes.

These are issues for the revised BML scheduler.

As for B.), ideally we want to built more metadata into the assets pipeline.  However, in the short term, a manual transition table can certainly be built.  Tracking pose is a very naive approach, although undoubtedly our first step.  A path to a more pose agnostic framework will involve partial body animations (or even abstractions of the animation data). a set of modality flags that the assets uses (e.g., arms, hands, head, neck, legs), and probably high level data like target and trajectory.  This is where all that work from Spore becomes very interesting to us.


Anm



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