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[Feature Request]Working with incoming bone chains #63

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Hakazaba opened this issue Jan 9, 2025 · 6 comments
Open
2 tasks done

[Feature Request]Working with incoming bone chains #63

Hakazaba opened this issue Jan 9, 2025 · 6 comments
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Enhancement New feature or request Triage PR/Issue needs to be triaged.

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@Hakazaba
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Hakazaba commented Jan 9, 2025

Validations

  • I have checked for similar feature requests and could not find any.
  • I have made sure this is not an already-existing feature.

Description

When getting incoming bones through VMC signals, many programs will be sending bone chains that are difficult to work with in 2d. If there was a feature that let us link together these bone chains in order to get their world coordinates and world rotations, it'd uncover a lot of interesting options for use in animation

Suggested solution

A bone chain feature that lets us link together vmc bone signals, and allow the use of the world coordinates of those bones in expressions

Alternative solution

Currently, I'm looking through the XR animation project, and am trying to figure out a way to have it send world coordinate bones as an option. Though their project seems very difficult to modify.

Additional Context

No response

@Hakazaba Hakazaba added Enhancement New feature or request Triage PR/Issue needs to be triaged. labels Jan 9, 2025
@LunaTheFoxgirl
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Should be pretty easy given that the bones are hierarchical.

@Hakazaba
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Hakazaba commented Jan 9, 2025

Mostly a bunch of quaternion calculations, which, I've a bad history with personally XD

@LunaTheFoxgirl
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LunaTheFoxgirl commented Jan 10, 2025

Mostly a bunch of quaternion calculations, which, I've a bad history with personally XD

You just multiply them in reverse order.

HandBone * WristBone * ArmBone * ShoulderBone, etc.

Then the euler angles can be taken out from it and used within the tracking data.

@Hakazaba
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Wait are you saying this is already a feature?

@Hakazaba
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Mostly a bunch of quaternion calculations, which, I've a bad history with personally XD

You just multiply them in reverse order.

HandBone * WristBone * ArmBone * ShoulderBone, etc.

Then the euler angles can be taken out from it and used within the tracking data.

Translation is where things get scary for me. Is it possible to write it all in an expression?

@LunaTheFoxgirl
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LunaTheFoxgirl commented Jan 16, 2025

They are not a feature (yet); but the feature could be trivially implemented; but I could also wrap bone quaternions so that they can be properly multipled from within lua.

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