void Update() { bool new_data = false; m_mutex.WaitOne(); // check if there are new blendshape names, and if so update if (NewBlendShapeNamesArrived()) { m_rig = Rig.GetRigFromBlendShapeNames(GetBlendShapeNames()); } // get most recent tracking data while (m_data_parser.CountAvailableTracks() > 0) { m_current_track = m_data_parser.Dequeue(); new_data = true; } // check that we have a rig (set up from blendshape names) with the same number of blendshapes as what we receive if (m_rig != null && m_current_track != null) { int n_track_coefficients = m_current_track.n_coefficients(); int n_rig_coefficients = m_rig.NumShapes(); if (n_track_coefficients != n_rig_coefficients) { Debug.LogWarning("number of coefficients of rig and tracking state have changed: " + n_track_coefficients + " vs " + n_rig_coefficients); // clear the current rig as it is not usable with the data coming from faceshift m_rig = null; m_current_track = null; // get again the blendshapes from fs studio AskForBlendshapeNames(); } } m_mutex.ReleaseMutex(); if (m_rig != null && m_current_track != null && m_Retargeting != null) { if (new_data && m_current_track.TrackSuccess) { // create a rig state RigState state = new RigState(m_rig); state.SetTimestamp(m_current_track.TimeStamp); state.SetBoneTranslation(0, m_current_track.HeadTranslation()); state.SetBoneRotation(0, m_current_track.HeadRotation()); state.SetBoneRotation(1, m_current_track.LeftEyeRotation()); state.SetBoneRotation(2, m_current_track.RightEyeRotation()); for (int i = 0; i < m_rig.NumShapes(); i++) { state.SetBlendshapeCoefficient(i, m_current_track.Coefficient[i]); } base.UpdateAnimation(m_rig, state); } } }
void Update () { bool new_data = false; m_mutex.WaitOne(); // check if there are new blendshape names, and if so update if (NewBlendShapeNamesArrived()) { m_rig = Rig.GetRigFromBlendShapeNames(GetBlendShapeNames()); } // get most recent tracking data while (m_data_parser.CountAvailableTracks() > 0) { m_current_track = m_data_parser.Dequeue(); new_data = true; } // check that we have a rig (set up from blendshape names) with the same number of blendshapes as what we receive if (m_rig != null && m_current_track != null) { int n_track_coefficients = m_current_track.n_coefficients(); int n_rig_coefficients = m_rig.NumShapes(); if (n_track_coefficients != n_rig_coefficients) { Debug.LogWarning("number of coefficients of rig and tracking state have changed: " + n_track_coefficients + " vs " + n_rig_coefficients); // clear the current rig as it is not usable with the data coming from faceshift m_rig = null; m_current_track = null; // get again the blendshapes from fs studio AskForBlendshapeNames(); } } m_mutex.ReleaseMutex(); if (m_rig != null && m_current_track != null && m_Retargeting != null) { if (new_data && m_current_track.TrackSuccess) { // create a rig state RigState state = new RigState(m_rig); state.SetTimestamp(m_current_track.TimeStamp); state.SetBoneTranslation(0, m_current_track.HeadTranslation()); state.SetBoneRotation(0, m_current_track.HeadRotation()); state.SetBoneRotation(1, m_current_track.LeftEyeRotation()); state.SetBoneRotation(2, m_current_track.RightEyeRotation()); for (int i = 0; i < m_rig.NumShapes(); i++) { state.SetBlendshapeCoefficient(i, m_current_track.Coefficient[i]); } base.UpdateAnimation(m_rig, state); } } }
/** * @brief Reads an fsb file and returns a clip constructed from the the content of the fsb file. * @param[in] data The binary data from the fsb file. * @return A clip with the track data imported from the fsb file, null if there was some error during loading. */ public static Clip Read(byte[] data) { DataParser parser = new DataParser(); parser.ExtractData(data, false, 0.0); if (parser.Valid()) { Rig rig = new Rig(); // add hardcoded bone names of fsb file rig.AddBone("Neck"); rig.AddBone("EyeLeft"); rig.AddBone("EyeRight"); for (int i = 0; i < parser.fsBlendShapeNames.Length; i++) { rig.AddShape(parser.fsBlendShapeNames[i]); } Clip clip = new Clip(rig); while (parser.CountAvailableTracks() > 0) { TrackData track_data = parser.Dequeue(); if (!track_data.TrackSuccess) { // do not save the state if the tracking data is not valid Debug.LogWarning("this frame doesn't contain valid tracking data"); continue; } RigState state = clip.NewState(track_data.TimeStamp); state.SetTrackingSuccessful(track_data.TrackSuccess); if (rig.NumShapes() != track_data.n_coefficients()) { Debug.LogError("num blendshapes do not agree in file with " + rig.NumShapes() + " in rig and " + track_data.n_coefficients() + " in state"); return(null); } // Assume the head translation to be joint 0 (Neck) state.SetBoneTranslation(0, track_data.HeadTranslation()); // bone indices same as the order when added to the rig state.SetBoneRotation(0, track_data.HeadRotation()); state.SetBoneRotation(1, track_data.LeftEyeRotation()); state.SetBoneRotation(2, track_data.RightEyeRotation()); for (int i = 0; i < track_data.n_coefficients(); i++) { state.SetBlendshapeCoefficient(i, track_data.Coefficient[i]); } } return(clip); } else { Debug.LogError("cannot parse fsb file"); } return(null); }