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Gesture Behavior Set
July 12, 2014
9:50 pm
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Hello.

At the end of BehaviorSetGestures.py script, there are these lines :

sbChar.setStringAttribute("gestureMap", "BradGesture")
sbChar.setStringAttribute("gestureMapAngry", "BradGesture")
sbChar.setStringAttribute("gestureMapSad", "BradGesture")

Where are gestureMapAngry and gestureMapSad attributes defined ? (I have only seen gestureMap, gestureMapMeek, ...Emphatic and ...Furious created in SBCharacter.cpp). In addition, shouldn't it be "BradGestureAngry" and "BradGestureSad" strings instead of "BradGesture" for the two last lines ?

Thank you in advance !

Céline

July 14, 2014
10:07 pm
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That is part of some experimental code that we were using. The gesture maps themselves don't indicate emotion states, so a 'beat' gesture (one that is timed with emphasis) could look different if the character were 'angry' or 'sad'. For that reason, we added multiple gesture sets that represent that those emotional states.

 

So firstly, you are right, the last three lines should be:

    sbChar.setStringAttribute("gestureMap", "BradGesture")
    sbChar.setStringAttribute("gestureMapAngry", "BradGestureAngry")
    sbChar.setStringAttribute("gestureMapSad", "BradGestureSad")

To switch to the new gesture set, you would specify a <gesture> bml command with that tag, like:

<gesture lexeme="BEAT" emotion="angry"/>

 

or use 'sad' or 'furious'

 

Ari

July 21, 2014
4:15 pm
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Ok thank you. I also tried to set the brad@idle_01.sk motion on my character (after having created a retarget instance between brad's skeleton and mine) but it doesn't seem to work. Do you know what this can be linked to ?

Céline

July 24, 2014
12:58 am
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You want to apply the joint map on your skeleton and on the motion. That way, the skeletons and animations are both referring to the same joints.

 

You can send me your skeleton if you like, and I will try to make it work for you.

 

Ari

July 24, 2014
11:38 am
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Thank you. I will try that and get back to you if it still don't work.

Céline

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