Reduce the number of bones synchronized

This is a very simple approach to reducing the number of
bones send through sync_model_animation, done by simply
specifying a filter list. Only bones in the list, assuming
they exist on the model, are considered.
main
copygirl 3 weeks ago
parent 2730899f9e
commit fdfdfc0634
  1. 33
      copyMultiplayer.gd

@ -5,6 +5,9 @@ extends Mod_Base
@export var address := ""
@export var port := 52410
## Hardcoded list of bone names that will get syncronized.
var tracked_bones: Array[String]
var main_controller: ModelController
# Temporary positioning system.
@ -18,6 +21,23 @@ var accumulative_offset := Vector3( 0.35, 0.0, 0.0)
var functions_blendshapes: Script = load("res://Mods/MediaPipe/MediaPipeController_BlendShapes.gd")
func _ready() -> void:
# FIXME: This is just thrown together. Dunno if this is an accurate list.
# TODO: Allow specifying additional bones, with the help of a hierachical list of existing bones in the model.
tracked_bones = [ "Hips", "Chest", "UpperChest", "Neck", "Head" ]
for side in [ "Left", "Right" ]:
# Legs
for bone in [ "UpperLeg", "LowerLeg", "Foot" ]:
tracked_bones.append("%s%s" % [ side, bone ])
# Arms
for bone in [ "Shoulder", "UpperArm", "LowerArm", "Hand" ]:
tracked_bones.append("%s%s" % [ side, bone ])
# Fingers
for phalange in [ "Metacarpal", "Proximal", "Distal" ]:
tracked_bones.append("%sThumb%s" % [ side, phalange ])
for finger in [ "Index", "Middle", "Ring", "Little" ]:
for phalange in [ "Proximal", "Intermediate", "Distal" ]:
tracked_bones.append("%s%s%s" % [ side, finger, phalange ])
# FIXME: Hardcoded way to get the main model controller.
main_controller = $"/root/SnekStudio_Main/ModelController"
main_controller.child_entered_tree.connect(model_changed)
@ -101,7 +121,7 @@ func peer_connected(id: int) -> void:
new_controller.name = str(id)
add_child(new_controller)
player_order.push_back(id)
player_order.append(id)
update_model_transforms()
var filename = main_controller._last_loaded_vrm.get_file()
@ -203,7 +223,7 @@ func model_changed(child: Node) -> void:
# FIXME: This sends way more information than necessary, but works as a proof-of-concept!
@rpc("any_peer", "unreliable_ordered")
func update(
func sync_model_animation(
model_transform: Transform3D,
shape_dict: Dictionary, # Dictionary[String, float]
bone_poses: Dictionary, # Dictionary[String, Transform3D]
@ -234,8 +254,9 @@ func _process(_delta: float) -> void:
var shape_dict = media_pipe_ctrl.blend_shape_last_values
var bone_poses = {}
for idx in skeleton.get_bone_count():
var bone_name = skeleton.get_bone_name(idx)
var bone_pose = skeleton.get_bone_pose(idx)
for bone_name in tracked_bones:
var bone_idx = skeleton.find_bone(bone_name)
if bone_idx == -1: continue
var bone_pose = skeleton.get_bone_pose(bone_idx)
bone_poses[bone_name] = bone_pose
update.rpc(model.transform, shape_dict, bone_poses)
sync_model_animation.rpc(model.transform, shape_dict, bone_poses)

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