Sync blendshapes once more

copygirl 2 weeks ago
parent bd180ec061
commit 7060809d7f
  1. 34
      copyMultiplayer.gd
  2. 118
      sync_controller.gd

@ -13,9 +13,7 @@ var tracked_bones: Array[String]
var version: int = -1
var bone_lookup: Array[String] = []
var bone_to_lookup: Dictionary = {}
var blendshape_lookup: Array[String] = []
var blendshape_to_lookup: Dictionary = {}
var blendshape_lookup: Array[NodePath] = []
# Temporary positioning system.
# TODO: Add a setting that allows syncing model positions, as an alternative
@ -48,8 +46,8 @@ func _ready() -> void:
# FIXME: Hardcoded way to get the main model controller.
main_controller = $"/root/SnekStudio_Main/ModelController"
main_controller.child_entered_tree.connect(on_model_controller_child_added)
on_model_controller_child_added(main_controller.get_node_or_null("Model"))
main_controller.child_entered_tree.connect(on_model_changed)
on_model_changed(main_controller.get_node_or_null("Model"))
setup_setting_widget("cache" , "Cache/LineEdit", true )
setup_setting_widget("nickname", "Name/LineEdit" , false)
@ -222,25 +220,33 @@ func clear_player_models() -> void:
func _process(_delta: float) -> void:
SyncController.send_model_animation(self)
func on_model_controller_child_added(child: Node) -> void:
if (child == null) or (child.name != "Model"): return
# Will be called once when the module is initialized, and also when a child is
# added to the main ModelController, which happens when the model is changed.
func on_model_changed(model: Node) -> void:
if (model == null) or (model.name != "Model"): return
var skeleton: Skeleton3D = main_controller._get_model_skeleton()
if not skeleton: return # Do nothing, I guess? Unsure if potential bug.
# This "version" is used to ensure that sync updates
# are not applied to the incorrect lookup tables.
version = (version + 1) % 256
bone_lookup.clear()
bone_to_lookup.clear()
for bone_name in tracked_bones:
bone_lookup.append(bone_name)
var bone_idx := skeleton.find_bone(bone_name)
if bone_idx == -1: continue # Need bone in bone_lookup, but not in bone_to_lookup!
bone_to_lookup[bone_name] = bone_lookup.size() - 1
if bone_idx == -1: continue
bone_lookup.append(bone_name)
blendshape_lookup.clear()
blendshape_to_lookup.clear()
# TODO: Redo the blendshapes. Consider grabbing data from animations directly?
var anim_player: AnimationPlayer = model.find_child("AnimationPlayer", false, false)
for anim_name in anim_player.get_animation_list():
if anim_name == "RESET": continue # Skip RESET animation?
var anim := anim_player.get_animation(anim_name)
for track_index in anim.get_track_count():
if anim.track_get_type(track_index) == Animation.TYPE_BLEND_SHAPE:
blendshape_lookup.append(anim.track_get_path(track_index))
continue
# Wait for one frame, then "_last_loaded_vrm" is updated.
await get_tree().process_frame
@ -265,7 +271,7 @@ func change_nickname(new_nickname: String) -> void:
func change_model(
new_version: int,
new_bone_lookup: Array[String],
new_blendshape_lookup: Array[String],
new_blendshape_lookup: Array[NodePath],
filename: String,
) -> void:
var peer_id := multiplayer.get_remote_sender_id()

@ -9,18 +9,17 @@ var nickname: String
var version: int = -1
var bone_lookup: Array[String]
var blendshape_lookup: Array[String]
var blendshape_lookup: Array[NodePath]
var model_name: String
var model: Node
var skeleton: Skeleton3D
var model_name : String
var model : Node
var skeleton : Skeleton3D
var anim_player : AnimationPlayer
var anim_root : Node
# Reusable buffer to write data for synchronizing models.
static var write_stream: StreamBuffer = StreamBuffer.with_capacity(2048)
# Allows us to use the "apply_animations" function to apply blendshapes to a model.
static var BlendShapes: Script = load("res://Mods/MediaPipe/MediaPipeController_BlendShapes.gd")
func _ready() -> void:
module = get_parent().get_parent()
model_controller = get_parent()
@ -40,7 +39,7 @@ func change_nickname(new_nickname: String) -> void:
func change_model(
new_version: int,
new_bone_lookup: Array[String],
new_blendshape_lookup: Array[String],
new_blendshape_lookup: Array[NodePath],
filename: String,
) -> void:
# These should be safe to update even if the model doesn't load.
@ -60,9 +59,11 @@ func change_model(
module.print_log("ERROR: Model '%s' could not be loaded!" % filename)
return
model_name = filename
model = model_controller.get_node_or_null("Model")
skeleton = model_controller._get_model_skeleton()
model_name = filename
model = model_controller.get_node_or_null("Model")
skeleton = model_controller._get_model_skeleton()
anim_player = model.find_child("AnimationPlayer", false, false)
anim_root = anim_player.get_node(anim_player.root_node)
module.print_log("%s switched to '%s'" % [ get_display_name(), filename ])
@ -72,71 +73,84 @@ func sync_model_animation(
buffer: PackedByteArray,
) -> void:
if version != current_version: return
if (not model) or (not skeleton): return
if (not model) or (not skeleton) or (not anim_root): return
var uncompressed_buffer := buffer.decompress(uncompressed_length, FileAccess.COMPRESSION_ZSTD);
var stream := StreamBuffer.from_buffer(uncompressed_buffer)
model.transform = stream.read_transform16()
# We skipped some bones, so reset the skipped ones to the rest pose.
var all_bones := {}
for bone_name in module.bone_to_lookup:
var all_bones: Array[Dictionary] = []
var all_blendshapes: Array[Dictionary] = []
# We filter out bones at rest and blendshapes at zero, so this
# is initializing all_bones/blendshapes to the default values.
for bone_name in module.bone_lookup:
var bone_idx := skeleton.find_bone(bone_name)
var bone_rest := skeleton.get_bone_rest(bone_idx)
all_bones[bone_name] = { idx = bone_idx, pose = bone_rest }
# Override rest poses with ones from the packet.
var num_bones := stream.read_uint8()
for i in num_bones:
var bone_name := bone_lookup[stream.read_uint8()]
all_bones[bone_name].pose = stream.read_bone_pose()
# Apply bone poses to skeleton.
for bone_name in all_bones:
var bone: Dictionary = all_bones[bone_name]
all_bones.append({ name = bone_name, idx = bone_idx, pose = bone_rest })
for anim_path in module.blendshape_lookup:
all_blendshapes.append({ path = anim_path, value = 0.0 })
# 256 bones (and blendshapes) should be enough, right?
for i in stream.read_uint8():
var lookup := stream.read_uint8()
all_bones[lookup].pose = stream.read_bone_pose()
for i in stream.read_uint8():
var lookup := stream.read_uint8()
all_blendshapes[lookup].value = stream.read_range16()
# Apply all the values to bones / blendshapes.
for bone in all_bones:
if bone.idx == -1: continue # Different model might not have this bone.
skeleton.set_bone_pose(bone.idx, bone.pose)
var shape_dict := {}
var num_shapes := stream.read_uint8() # 256 blendshapes (and bones) should be enough, right?
for i in num_shapes:
var shape_name := blendshape_lookup[stream.read_uint8()]
var shape_alpha := stream.read_float16()
shape_dict[shape_name] = shape_alpha
BlendShapes.apply_animations(model, shape_dict)
for blendshape in all_blendshapes:
var anim_node := anim_root.get_node_or_null(blendshape.path)
if not anim_node: continue # Different model might not have this node.
anim_node.set("blend_shapes/" + blendshape.path.get_subname(0), blendshape.value)
@warning_ignore("shadowed_variable")
static func send_model_animation(module: copyMultiplayer) -> void:
# Check if there's other players we're connected to.
if module.multiplayer.get_peers().size() == 0: return
var model := module.get_model()
var skeleton := module.get_skeleton()
if (not model) or (not skeleton): return
var model := module.get_model()
var skeleton := module.get_skeleton()
var anim_player := model.find_child("AnimationPlayer", false, false)
var anim_root := anim_player.get_node_or_null(anim_player.root_node)
if (not model) or (not skeleton) or (not anim_root): return
write_stream.write_transform16(model.transform)
# Pre-filter any bones that are in rest pose.
var restless_bones := {}
for bone_name in module.bone_to_lookup:
# Pre-filter any bones that are at rest / blendshapes that are at zero.
# Unless most bones / blendshapes are active, this should reduce packet size.
var restless_bones := []
var active_blendshapes := []
for i in module.bone_lookup.size():
var bone_name := module.bone_lookup[i]
var bone_idx := skeleton.find_bone(bone_name)
var bone_pose := skeleton.get_bone_pose(bone_idx)
var bone_rest := skeleton.get_bone_rest(bone_idx)
if not bone_pose.is_equal_approx(bone_rest):
restless_bones[bone_name] = bone_pose
restless_bones.append({ lookup = i, pose = bone_pose })
for i in module.blendshape_lookup.size():
var anim_path := module.blendshape_lookup[i]
var anim_node := anim_root.get_node_or_null(anim_path)
var value: float = anim_node.get("blend_shapes/" + anim_path.get_subname(0))
if not is_zero_approx(value):
active_blendshapes.append({ lookup = i, value = value })
write_stream.write_uint8(restless_bones.size())
for bone_name in restless_bones:
write_stream.write_uint8(module.bone_to_lookup[bone_name])
write_stream.write_bone_pose(restless_bones[bone_name])
# TODO: Only write non-default blendshapes. Anything missing = default.
var shape_dict: Dictionary = {} # TODO: Redo the blendshapes.
write_stream.write_uint8(module.blendshape_to_lookup.size())
for shape_name in module.blendshape_to_lookup:
var shape_alpha: float = shape_dict[shape_name]
write_stream.write_uint8(module.blendshape_to_lookup[shape_name])
write_stream.write_float16(shape_alpha)
for bone in restless_bones:
write_stream.write_uint8(bone.lookup)
write_stream.write_bone_pose(bone.pose)
write_stream.write_uint8(active_blendshapes.size())
for blendshape in active_blendshapes:
write_stream.write_uint8(blendshape.lookup)
write_stream.write_range16(blendshape.value)
# The compression still helps, so we'll keep it for now.
var compressed_buffer := write_stream.slice().compress(FileAccess.COMPRESSION_ZSTD);

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