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Fixed RPM half body avatar VR hands T-pose flickering #6479

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15 changes: 15 additions & 0 deletions src/components/animation-mixer.js
Original file line number Diff line number Diff line change
Expand Up @@ -3,6 +3,10 @@
* @component animation-mixer
*/

import { NETWORK_POSES } from "./hand-poses";

const leftRightFilter = new RegExp("(_L)|(_R)");

const components = [];
export class AnimationMixerSystem {
tick(dt) {
Expand All @@ -20,6 +24,17 @@ AFRAME.registerComponent("animation-mixer", {
this.mixer = new THREE.AnimationMixer(this.el.object3D);
this.el.object3D.animations = animations;
this.animations = animations;

//Fix hand pose animations by removing unnecessary VectorKeyframeTracks (Position and Scale)
this.animations.forEach(animClip => {
//Check if this is really a hand pose
if (animClip && NETWORK_POSES.includes(animClip.name.replace(leftRightFilter, ""))) {
//Filter out EVERY track that is NOT a quaternion track and therefor not rotation related
animClip.tracks = animClip.tracks.filter(track => track.ValueTypeName == "quaternion");
//Filter out the quaternion track of the Hand bone!!! Otherwise the hand still rotation flickers in place
animClip.tracks.splice(animClip.tracks.length - 3, 3);
}
});
},
play() {
components.push(this);
Expand Down
2 changes: 1 addition & 1 deletion src/components/hand-poses.js
Original file line number Diff line number Diff line change
Expand Up @@ -12,7 +12,7 @@ const POSES = {
pinch: "pinch"
};

const NETWORK_POSES = ["allOpen", "thumbDown", "indexDown", "mrpDown", "thumbsUp", "point", "allGrip", "pinch"];
export const NETWORK_POSES = ["allOpen", "thumbDown", "indexDown", "mrpDown", "thumbsUp", "point", "allGrip", "pinch"];

/**
* Animates between poses based on networked pose state using an animation mixer.
Expand Down