Interface: PoseTuneParams
@geenee/bodyrenderers-babylon.PoseTuneParams
Parameters of pose fine-tuning
These parameters control optional adjustments added to basic pose-model alignment method. PoseAlignPlugin supports rigs compatible with Mixamo armature (Ready Player Me avatars). This is the most common armature standard for human-like models, supported by many game engines. But for example models rigged and skinned manually or using Mixamo tool can variate depending on anthropomorphous model topology, e.g. animated characters can have disproportional body parts like a much bigger head. In such cases fine-tuning may be required. Also depending on use case you can try several options and see what works better. As an example turning off adjustment of spine curvature gives better results in virtual garment try-on experiences, while for full-body avatar overlaying it can provide more natural look.
Properties
headRatio
• Optional
headRatio: number
Distance between center of the head defined by midpoint of ears and position of the head bone (its start) ratio to overall length of head bone. Relative lengths of neck and head bones vary a lot between human-like models. It is not possible to automatically find where ears or the model's mesh are so this value provides a way to define it. Recommended range is [0.3 .. 0.5], default value is 0.35 that close to topology of all Ready Player Me avatars.
neckAdjust
• Optional
neckAdjust: number
Advanced adjustment of the neck bone. Naturally base of a neck is not exactly center between shoulders, it shifts depending on direction of shoulder bones. This parameter defines magnitude of this shift in meters. Recommended values are 0.01 order of magnitude. Default is undefined.
shoulderDX
• Optional
shoulderDX: number
In some cases it can be useful to adjust positions of
shoulders making them slightly wider, higher or deeper.
This adjustment helps to adapt model to proportions of
human body or to make sure body is completely covered.
shoulderDX
adjusts width of shoulders, it's shift in
meters, we recommend values of 0.01 order of magnitude.
Default value is 0 meaning shoulders are not adjusted.
shoulderDY
• Optional
shoulderDY: number
In some cases it can be useful to adjust positions of
shoulders making them slightly wider, higher or deeper.
This adjustment helps to adapt model to proportions of
human body or to make sure body is completely covered.
shoulderDY
adjusts height of shoulders, it's shift in
meters, we recommend values of 0.01 order of magnitude.
Default value is 0 meaning shoulders are not adjusted.
shoulderDZ
• Optional
shoulderDZ: number
In some cases it can be useful to adjust positions of
shoulders making them slightly wider, higher or deeper.
This adjustment helps to adapt model to proportions of
human body or to make sure body is completely covered.
shoulderDZ
adjusts depth of shoulders, it's shift in
meters, we recommend values of 0.01 order of magnitude.
Default value is 0 meaning shoulders are not adjusted.
shoulderOffset
• Optional
shoulderOffset: number
In many models head of shoulder's bone doesn't coincide with tail of the parent. This parameter defines distance from head of the neck bone to head of the shoulder bone ratio to distance to tail of shoulder. Value should be in range [0..1], default value for most models is 0.2
spineCurve
• Optional
spineCurve: number
Pose plugin can adjust estimated spine skeleton resembling curvature of model's spine in rest (default) pose. In other words it slightly modifies bone positions and rotations to mimic spine curve. Parameter is a number, usually in range [0..1]. 0 or undefined means spine of the rig will remain flat (default estimation), while 1 - rig's curvature is projected completely. Values in between control strength of curvature and values bigger than 1.0 will amplify it.