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[BUG-230273] Inverse kinematics interaction #7990

Open sl-service-account opened 3 years ago

sl-service-account commented 3 years ago

How would you like the feature to work?

Inverse kinematics and foot placement according to surface normals. Including hand gripping of doorknobs and other objects where the fingers properly form to fit the surface. This would provide free-form interaction with objects where the bones, e.g. knee or elbow would accurately bend to match the position dynamically in-world of the object being interacted with.

Need to pick up a ball? The hand naturally moves to the target, the avatar bends at the waist and knees to reach down, the arm extends, the hand faces the correct direction, the fingers wrap around the shape of the object not through it and a gripping motion occurs. The object is then lifted up and the animation reverses as the stand occurs. Likewise, with a doorknob / handle / lever, the object is similarly dynamically interacted with.

This would all occur dynamically without the need for a bvh animation to represent the motions involved using IK. Other games and platforms already have this feature and it should be straightforward to implement.

Creators would be able to provide a "hand handle" (looks like an xray of the hand's bones) that is positioned and rotated to fit the intended object. Left and right hand handles could be selected by the creator potentially as a radial button in the hand handle options dialog.

This hand handle would also be an inventory file that could be traded on the marketplace and has assignable copy / modify / transfer permissions. If this hand handle file is stored inside the contents of the object it would automatically represent the orientation the hand should grip the object when an interaction would occur.

A new right click menu on the object is provided "Interact" which would then interact with the object using this handle. A new menu item in the default touch dropdown for the object's general properties "Interact" is provided alongside "Touch", "Buy", "Zoom", "None", etc. The object can then be defaulted to interact, for example a door, on left click.

The avatar would also need to walk toward the target automatically to get in range for the actual interaction. A final destination for the body / hand would be declared in the hand handle. Foot handles could also be provided for foot interactions in a similar fashion.

Why is this feature important to you? How would it benefit the community?

This feature will provide new forms of revenue, attract users and extend the life of the platform.

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Related

Original Jira Fields | Field | Value | | ------------- | ------------- | | Issue | BUG-230273 | | Summary | Inverse kinematics interaction | | Type | New Feature Request | | Priority | Unset | | Status | Accepted | | Resolution | Unresolved | | Created at | 2021-02-22T19:13:08Z | | Updated at | 2021-03-29T21:31:39Z | ``` { 'Build Id': 'unset', 'Business Unit': ['Platform'], 'Date of First Response': '2021-02-24T13:21:31.912-0600', 'How would you like the feature to work?': 'Inverse kinematics and foot placement according to surface normals. Including hand gripping of doorknobs and other objects where the fingers properly form to fit the surface. This would provide free-form interaction with objects where the bones, e.g. knee or elbow would accurately bend to match the position dynamically in-world of the object being interacted with.\r\n\r\nNeed to pick up a ball? The hand naturally moves to the target, the avatar bends at the waist and knees to reach down, the arm extends, the hand faces the correct direction, the fingers wrap around the shape of the object not through it and a gripping motion occurs. The object is then lifted up and the animation reverses as the stand occurs. Likewise, with a doorknob / handle / lever, the object is similarly dynamically interacted with.\r\n\r\nThis would all occur dynamically without the need for a bvh animation to represent the motions involved using IK. Other games and platforms already have this feature and it should be straightforward to implement.\r\n\r\nCreators would be able to provide a "hand handle" (looks like an xray of the hand\'s bones) that is positioned and rotated to fit the intended object. Left and right hand handles could be selected by the creator potentially as a radial button in the hand handle options dialog.\r\n\r\nThis hand handle would also be an inventory file that could be traded on the marketplace and has assignable copy / modify / transfer permissions. If this hand handle file is stored inside the contents of the object it would automatically represent the orientation the hand should grip the object when an interaction would occur.\r\n\r\nA new right click menu on the object is provided "Interact" which would then interact with the object using this handle. A new menu item in the default touch dropdown for the object\'s general properties "Interact" is provided alongside "Touch", "Buy", "Zoom", "None", etc. The object can then be defaulted to interact, for example a door, on left click.\r\n\r\nThe avatar would also need to walk toward the target automatically to get in range for the actual interaction. A final destination for the body / hand would be declared in the hand handle. Foot handles could also be provided for foot interactions in a similar fashion.', 'ReOpened Count': 0.0, 'Severity': 'Unset', 'Target Viewer Version': 'viewer-development', 'Why is this feature important to you? How would it benefit the community?': 'This feature will provide new forms of revenue, attract users and extend the life of the platform.', } ```
sl-service-account commented 3 years ago

Kyle Linden commented at 2021-02-24T19:21:32Z

Hello,

We may implement some version of this suggestion in the future.

Thanks!