(vrm, results)
| 141 | |
| 142 | /* VRM Character Animator */ |
| 143 | const animateVRM = (vrm, results) => { |
| 144 | if (!vrm) { |
| 145 | return; |
| 146 | } |
| 147 | // Take the results from `Holistic` and animate character based on its Face, Pose, and Hand Keypoints. |
| 148 | let riggedPose, riggedLeftHand, riggedRightHand, riggedFace; |
| 149 | |
| 150 | const faceLandmarks = results.faceLandmarks; |
| 151 | // Pose 3D Landmarks are with respect to Hip distance in meters |
| 152 | const pose3DLandmarks = results.ea; |
| 153 | // Pose 2D landmarks are with respect to videoWidth and videoHeight |
| 154 | const pose2DLandmarks = results.poseLandmarks; |
| 155 | // Be careful, hand landmarks may be reversed |
| 156 | const leftHandLandmarks = results.rightHandLandmarks; |
| 157 | const rightHandLandmarks = results.leftHandLandmarks; |
| 158 | |
| 159 | // Animate Face |
| 160 | if (faceLandmarks) { |
| 161 | riggedFace = Kalidokit.Face.solve(faceLandmarks, { |
| 162 | runtime: "mediapipe", |
| 163 | video: videoElement, |
| 164 | }); |
| 165 | rigFace(riggedFace); |
| 166 | } |
| 167 | |
| 168 | // Animate Pose |
| 169 | if (pose2DLandmarks && pose3DLandmarks) { |
| 170 | riggedPose = Kalidokit.Pose.solve(pose3DLandmarks, pose2DLandmarks, { |
| 171 | runtime: "mediapipe", |
| 172 | video: videoElement, |
| 173 | }); |
| 174 | rigRotation("Hips", riggedPose.Hips.rotation, 0.7); |
| 175 | rigPosition( |
| 176 | "Hips", |
| 177 | { |
| 178 | x: riggedPose.Hips.position.x, // Reverse direction |
| 179 | y: riggedPose.Hips.position.y + 1, // Add a bit of height |
| 180 | z: -riggedPose.Hips.position.z, // Reverse direction |
| 181 | }, |
| 182 | 1, |
| 183 | 0.07 |
| 184 | ); |
| 185 | |
| 186 | rigRotation("Chest", riggedPose.Spine, 0.25, 0.3); |
| 187 | rigRotation("Spine", riggedPose.Spine, 0.45, 0.3); |
| 188 | |
| 189 | rigRotation("RightUpperArm", riggedPose.RightUpperArm, 1, 0.3); |
| 190 | rigRotation("RightLowerArm", riggedPose.RightLowerArm, 1, 0.3); |
| 191 | rigRotation("LeftUpperArm", riggedPose.LeftUpperArm, 1, 0.3); |
| 192 | rigRotation("LeftLowerArm", riggedPose.LeftLowerArm, 1, 0.3); |
| 193 | |
| 194 | rigRotation("LeftUpperLeg", riggedPose.LeftUpperLeg, 1, 0.3); |
| 195 | rigRotation("LeftLowerLeg", riggedPose.LeftLowerLeg, 1, 0.3); |
| 196 | rigRotation("RightUpperLeg", riggedPose.RightUpperLeg, 1, 0.3); |
| 197 | rigRotation("RightLowerLeg", riggedPose.RightLowerLeg, 1, 0.3); |
| 198 | } |
| 199 | |
| 200 | // Animate Hands |
no test coverage detected