Difference between revisions of "Internal Animation Format"
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{|{{LLSD Field Table}} | {|{{LLSD Field Table}} | ||
{{LLSD Field Entry|name=time|llsd=integer|cpp= | {{LLSD Field Entry|name=time|llsd=integer|cpp=U16}} | ||
{{LLSD Field Entry|name=pos_x|llsd=integer|cpp=U16}} | {{LLSD Field Entry|name=pos_x|llsd=integer|cpp=U16}} | ||
{{LLSD Field Entry|name=pos_y|llsd=integer|cpp=U16}} | {{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}} | ||
|} | |} | ||
==Constraints== | ==Constraints== |
Revision as of 11:37, 5 September 2010
Overview
From a programming perspective, there are several steps to uploading an animation from a BVH (BioVision Hierarchy) file:
- Read and parse the BVH file, creating an LLKeyframeMotion object containing the motion data.
- 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.
- Serialize the LLKeyframeMotion object as LLSD.
- Upload the serialized data to the asset server.
Before other viewers can play an animation, they must:
- Download the serialized data from the asset server.
- Deserialize it to an LLKeyframeMotion object.
Relevant source files:
- linden/indra/llcharacter/llbvhloader.cpp
- linden/indra/llcharacter/llkeyframemotion.cpp.
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 | std::string | ||
loop_in_point | real | F32 | ||
loop_out_point | real | F32 | ||
loop | integer | S32 | ||
ease_in_duration | real | F32 | ||
ease_out_duration | real | F32 | ||
hand_pose | integer | U32 | ||
num_joints | integer | U32 |
Joint Data
After the header is data for each joint in the skeleton:
field name | description | LLSD type | C++ type | Note |
---|---|---|---|---|
joint_name | string | std::string | ||
joint_priority | integer | S32 |
Joint Rotation Keys
At the start of the rotation data is the total number of rotation keys:
field name | description | LLSD type | C++ type | Note |
---|---|---|---|---|
num_rot_keys | integer | S32 |
Then, for each rotation key:
field name | description | LLSD type | C++ type | Note |
---|---|---|---|---|
time | integer | U16 | ||
rot_angle_x | integer | U16 | ||
rot_angle_y | integer | U16 | ||
rot_angle_z | integer | U16 |
Joint Position Keys
At the start of the position data is the total number of position keys:
field name | description | LLSD type | C++ type | Note |
---|---|---|---|---|
num_pos_keys | integer | S32 |
Then, for each position key:
field name | description | LLSD type | C++ type | Note |
---|---|---|---|---|
time | integer | U16 | ||
pos_x | integer | U16 | ||
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.
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 | string | U8[16] array | skeleton collision volume name | |
source_offset | string (?) | LLVector3 | ||
target_volume | string | U8[16] array | skeleton collision volume name | |
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 |