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Here is an idea for how to expose skeleton control to systems. Currently, actors can only be controlled from the SDF <script>. With these components, systems should have the flexibility to control actors in various different ways. The only thing missing is a way for a system to set waypoints that are automatically interpolated, but I'm not sure how useful that would be.
Defines the pose of the root bone with respect to components::Pose.
If ScriptFromSdf, it will be set according to the current interpolation between <waypoint><pose>s.
If not ScriptFromSdf, unlike <waypoint><pose>, it's not interpolated from the previous pose and performs teleportation.
➡️ ✔️ components::AnimationName
Name of animation being currently played.
If ScriptFromSdf, it will be set according to the current <trajectory type> (i.e. <animation name>).
It must correspond to one of the <animation>s loaded with the SDF.
➡️ ✔️ components::AnimationTime
Time within animation being currently played.
If ScriptFromSdf, it will be set according to the animation being currently played.
If not ScriptFromSdf, BoneTransforms will be ignored and the render engine is responsible for animating them.
➡️ components::UseBoneTransforms
Defaults to false
If true, bone transformations will be calculated by Ignition Common and set through the BoneTransforms component.
If false, the BoneTransforms component is ignored and the render engine is responsible for calculating the transforms based on AnimationName and AnimationTime.
➡️ components::BoneTransforms
The transformations for each bone in the skeleton, with respect to the root bone.
If not UseBoneTransforms, it's ignored
If ScriptFromSdf, it will be set according to the animation being currently played.
If not ScriptFromSdf, it can be set by other systems to control bones directly.
The text was updated successfully, but these errors were encountered:
Here is an idea for how to expose skeleton control to systems. Currently, actors can only be controlled from the SDF
<script>
. With these components, systems should have the flexibility to control actors in various different ways. The only thing missing is a way for a system to set waypoints that are automatically interpolated, but I'm not sure how useful that would be.➡️ ✔️
components::Pose
<actor><pose>
.ScriptFromSdf
or not.➡️
components::ScriptFromSdf
<script>
from SDF is ignored.➡️ ✔️
components::TrajectoryPose
components::Pose
.ScriptFromSdf
, it will be set according to the current interpolation between<waypoint><pose>
s.ScriptFromSdf
, unlike<waypoint><pose>
, it's not interpolated from the previous pose and performs teleportation.➡️ ✔️
components::AnimationName
ScriptFromSdf
, it will be set according to the current<trajectory type>
(i.e.<animation name>
).<animation>
s loaded with the SDF.➡️ ✔️
components::AnimationTime
ScriptFromSdf
, it will be set according to the animation being currently played.ScriptFromSdf
,BoneTransforms
will be ignored and the render engine is responsible for animating them.➡️
components::UseBoneTransforms
BoneTransforms
component.BoneTransforms
component is ignored and the render engine is responsible for calculating the transforms based onAnimationName
andAnimationTime
.➡️
components::BoneTransforms
UseBoneTransforms
, it's ignoredScriptFromSdf
, it will be set according to the animation being currently played.ScriptFromSdf
, it can be set by other systems to control bones directly.The text was updated successfully, but these errors were encountered: