Difference between revisions of "Internal Animation Format"

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Relevant source files:
Relevant source files:
* ''linden/indra/llcharacter/llbvhloader.cpp''
* ''[https://bitbucket.org/lindenlab/viewer-release/src/8579cefad3049e139efaa1b40a94f0357fcd0274/indra/llcharacter/llkeyframemotion.cpp linden/indra/llcharacter/llbvhloader.cpp]''
* ''linden/indra/llcharacter/llkeyframemotion.cpp''.
* ''[https://bitbucket.org/lindenlab/viewer-release/src/8579cefad3049e139efaa1b40a94f0357fcd0274/indra/llcharacter/llbvhloader.cpp linden/indra/llcharacter/llkeyframemotion.cpp]''.


Note: binary file write is little Endian.
Note: the binary file is little Endian.


==Header==
==Header==
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{{LLSD Field Entry|name=base_priority|llsd=integer|cpp=S32}}
{{LLSD Field Entry|name=base_priority|llsd=integer|cpp=S32}}
{{LLSD Field Entry|name=duration|llsd=real|cpp=F32}}
{{LLSD Field Entry|name=duration|llsd=real|cpp=F32}}
{{LLSD Field Entry|name=emote_name|llsd=string|cpp=std::string}}
{{LLSD Field Entry|name=emote_name|llsd=string|cpp=char *|note=NULL-terminated character sequence}}
{{LLSD Field Entry|name=loop_in_point|llsd=real|cpp=F32}}
{{LLSD Field Entry|name=loop_in_point|llsd=real|cpp=F32}}
{{LLSD Field Entry|name=loop_out_point|llsd=real|cpp=F32}}
{{LLSD Field Entry|name=loop_out_point|llsd=real|cpp=F32}}
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{{LLSD Field Entry|name=ease_in_duration|llsd=real|cpp=F32}}
{{LLSD Field Entry|name=ease_in_duration|llsd=real|cpp=F32}}
{{LLSD Field Entry|name=ease_out_duration|llsd=real|cpp=F32}}
{{LLSD Field Entry|name=ease_out_duration|llsd=real|cpp=F32}}
{{LLSD Field Entry|name=hand_pose|llsd=integer|cpp=U32}}
{{LLSD Field Entry|name=hand_pose|llsd=integer|cpp=U32|note=Enum defined in [https://bitbucket.org/lindenlab/viewer-release/src/536fef12ab37/indra/llcharacter/llhandmotion.h?at=default#llhandmotion.h-45]}}
{{LLSD Field Entry|name=num_joints|llsd=integer|cpp=U32}}
{{LLSD Field Entry|name=num_joints|llsd=integer|cpp=U32}}
|}
|}
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{|{{LLSD Field Table}}
{|{{LLSD Field Table}}
{{LLSD Field Entry|name=joint_name|llsd=string|cpp=std::string}}
{{LLSD Field Entry|name=joint_name|llsd=string|cpp=char *|note=NULL-terminated character sequence}}
{{LLSD Field Entry|name=joint_priority|llsd=integer|cpp=S32}}
{{LLSD Field Entry|name=joint_priority|llsd=integer|cpp=S32}}
|}
|}
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Then, for each rotation key:
Then, for each rotation key:


Note: These three values X Y Z appear to be the first three values of a truncated quaternion with the W term being calculated afterwards.
Since a quaternion is X<sup>2</sup> + Y<sup>2</sup> + Z<sup>2</sup> + W<sup>2</sup> = 1 as long as you assume the W term has a consistent sign the X Y Z terms will be accurate.
{|{{LLSD Field Table}}
{|{{LLSD Field Table}}
{{LLSD Field Entry|name=time|llsd=integer|cpp=U16|note=0: first frame, 65535: last frame}}
{{LLSD Field Entry|name=time|llsd=integer|cpp=U16|note=0: first frame, 65535: last frame}}
{{LLSD Field Entry|name=rot_angle_x|llsd=integer|cpp=U16|note= 0:-180°, 32767:, 65535:+180° }}
{{LLSD Field Entry|name=rot_x|llsd=integer|cpp=U16|note= 0:-1, 32767:0, 65535:+1 }}
{{LLSD Field Entry|name=rot_angle_y|llsd=integer|cpp=U16}}
{{LLSD Field Entry|name=rot_y|llsd=integer|cpp=U16}}
{{LLSD Field Entry|name=rot_angle_z|llsd=integer|cpp=U16}}
{{LLSD Field Entry|name=rot_z|llsd=integer|cpp=U16}}
|}
|}


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{|{{LLSD Field Table}}
{|{{LLSD Field Table}}
{{LLSD Field Entry|name=time|llsd=integer|cpp=U16|note=0: first frame, 65535: last frame}}
{{LLSD Field Entry|name=time|llsd=integer|cpp=U16|note=0: first frame, 65535: last frame}}
{{LLSD Field Entry|name=pos_x|llsd=integer|cpp=U16|note=0: -5M, 32767: 0M, 65535: +5M}}
{{LLSD Field Entry|name=pos_x|llsd=integer|cpp=U16|desc=position measured from avatar root, not joint offset|note=0:-5m, 32767:0m, 65535:+5m (m for metres)}}
{{LLSD Field Entry|name=pos_y|llsd=integer|cpp=U16|note=0: pos measure from AV COG not joint}}
{{LLSD Field Entry|name=pos_y|llsd=integer|cpp=U16}}
{{LLSD Field Entry|name=pos_z|llsd=integer|cpp=U16}}
{{LLSD Field Entry|name=pos_z|llsd=integer|cpp=U16}}
|}
|}
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==Constraints==
==Constraints==


After the joint data are a number of entries for joint constraints. Constraints can target an avatar's parts in relation to each other or the ground.
After the joint data are a number of entries for joint constraints. Constraints can target an avatar's parts in relation to each other or the ground (IK).


{|{{LLSD Field Table}}
{|{{LLSD Field Table}}
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{{LLSD Field Entry|name=chain_length|llsd=integer|cpp=U8|note=number of attached joints to include}}
{{LLSD Field Entry|name=chain_length|llsd=integer|cpp=U8|note=number of attached joints to include}}
{{LLSD Field Entry|name=constraint_type|llsd=integer|cpp=U8|note=0: point, 1: plane}}
{{LLSD Field Entry|name=constraint_type|llsd=integer|cpp=U8|note=0: point, 1: plane}}
{{LLSD Field Entry|name=source_volume|llsd=string |cpp=U8[16] array|note=skeleton collision volume name}}
{{LLSD Field Entry|name=source_volume|llsd=string |cpp=char[16]|desc=skeleton collision volume name|note=Always 16 bytes, but if shorter, it's interpreted as NULL-terminated and the remaining bytes ignored.}}
{{LLSD Field Entry|name=source_offset|llsd=string (?)|cpp=LLVector3}}
{{LLSD Field Entry|name=source_offset|llsd=string (?)|cpp=LLVector3}}
{{LLSD Field Entry|name=target_volume|llsd=string|cpp= U8[16] array|note=skeleton collision volume name}}
{{LLSD Field Entry|name=target_volume|llsd=string|cpp=char[16]|desc=skeleton collision volume name|note=Always 16 bytes, but if shorter, it's interpreted as NULL-terminated and the remaining bytes ignored.}}
{{LLSD Field Entry|name=target_offset|llsd=string (?)|cpp=LLVector3}}
{{LLSD Field Entry|name=target_offset|llsd=string (?)|cpp=LLVector3}}
{{LLSD Field Entry|name=target_dir|llsd=string (?)|cpp=LLVector3|note=value is currently ignored}}
{{LLSD Field Entry|name=target_dir|llsd=string (?)|cpp=LLVector3|note=value is currently ignored}}

Revision as of 07:56, 13 August 2018

Overview

From a programming perspective, there are several steps to uploading an animation from a BVH (BioVision Hierarchy) file:

  1. Read and parse the BVH file, creating an LLKeyframeMotion object containing the motion data.
  2. Gather input from the user (via the upload preview floater) for things like animation priority, facial expression, and looping; these settings are stored in the LLKeyframeMotion object.
  3. Serialize the LLKeyframeMotion object as LLSD.
  4. Upload the serialized data to the asset server.

Before other viewers can play an animation, they must:

  1. Download the serialized data from the asset server.
  2. Deserialize it to an LLKeyframeMotion object.

Relevant source files:

Note: the binary file is little Endian.

Header

The first part of the animation data is a header describing various details about the animation as a whole. The elements, in order, are:

field name description LLSD type C++ type Note
version integer U16
sub_version integer U16
base_priority integer S32
duration real F32
emote_name string char * NULL-terminated character sequence
loop_in_point real F32
loop_out_point real F32
loop integer S32 0: not looped, 1: looped
ease_in_duration real F32
ease_out_duration real F32
hand_pose integer U32 Enum defined in [1]
num_joints integer U32

Joint Data

After the header is data for each joint in the skeleton: Note: Unused bones need not be included in the file.

field name description LLSD type C++ type Note
joint_name string char * NULL-terminated character sequence
joint_priority integer S32

Joint Rotation Keys

At the start of the rotation data for each bone is the total number of rotation keys: If the bone has no rotation based keyframes, this value must be 0.

field name description LLSD type C++ type Note
num_rot_keys integer S32

Then, for each rotation key:

Note: These three values X Y Z appear to be the first three values of a truncated quaternion with the W term being calculated afterwards. Since a quaternion is X2 + Y2 + Z2 + W2 = 1 as long as you assume the W term has a consistent sign the X Y Z terms will be accurate.

field name description LLSD type C++ type Note
time integer U16 0: first frame, 65535: last frame
rot_x integer U16 0:-1, 32767:0, 65535:+1
rot_y integer U16
rot_z integer U16

Joint Position Keys

At the start of the position data is the total number of position keys: If the bone has no position based animations, this value must be 0.

field name description LLSD type C++ type Note
num_pos_keys integer S32


Then, for each position key, position data is measured from Avatar Center ( mPelvis ), not joint resting position ( IE [0,0,0] is not joint resting position, it'll be the bone's position in parent coordinate space) with the exception of the mPelvis bone which is stored in world space coordinates.:

field name description LLSD type C++ type Note
time integer U16 0: first frame, 65535: last frame
pos_x position measured from avatar root, not joint offset integer U16 0:-5m, 32767:0m, 65535:+5m (m for metres)
pos_y integer U16
pos_z integer U16

Constraints

After the joint data are a number of entries for joint constraints. Constraints can target an avatar's parts in relation to each other or the ground (IK).

field name description LLSD type C++ type Note
num_constraints integer S32

Then, for each joint constraint:

field name description LLSD type C++ type Note
chain_length integer U8 number of attached joints to include
constraint_type integer U8 0: point, 1: plane
source_volume skeleton collision volume name string char[16] Always 16 bytes, but if shorter, it's interpreted as NULL-terminated and the remaining bytes ignored.
source_offset string (?) LLVector3
target_volume skeleton collision volume name string char[16] Always 16 bytes, but if shorter, it's interpreted as NULL-terminated and the remaining bytes ignored.
target_offset string (?) LLVector3
target_dir string (?) LLVector3 value is currently ignored
ease_in_start real F32
ease_in_stop real F32
ease_out_start real F32
ease_out_stop real F32