You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
`ttsVolume` | Google text-to-speech volume gain (in dB) in the range [-96.0, 16.0]. | `0`
116
116
`ttsTrimStart` | Trim the viseme sequence start relative to the beginning of the audio (shift in milliseconds). | `0`
117
117
`ttsTrimEnd` | Trim the viseme sequence end relative to the end of the audio (shift in milliseconds). | `400`
118
-
`mixerGainSpeech` | The amount of gain for speech. See Web Audio API / GainNode for more information. [≥`v1.3`]| `null`
119
-
`mixerGainBackground` | The amount of gain for background audio. See Web Audio API / GainNode for more information. [≥`v1.3`]| `null`
120
-
`lipsyncModules`| Lip-sync modules to load dynamically at start-up. Limiting the number of language modules improves the loading time and memory usage. [≥`v1.2`]| `["en", "fi", "lt"]`
118
+
`mixerGainSpeech` | The amount of gain for speech. See Web Audio API / GainNode for more information. | `null`
119
+
`mixerGainBackground` | The amount of gain for background audio. See Web Audio API / GainNode for more information. | `null`
120
+
`lipsyncModules`| Lip-sync modules to load dynamically at start-up. Limiting the number of language modules improves the loading time and memory usage. | `["en", "fi", "lt"]`
121
121
`lipsyncLang`| Lip-sync language. | `"fi"`
122
122
`pcmSampleRate` | PCM (signed 16bit little endian) sample rate used in `speakAudio` in Hz. | `22050`
123
123
`modelRoot` | The root name of the armature. | `Armature`
124
124
`modelPixelRatio` | Sets the device's pixel ratio. | `1`
125
125
`modelFPS` | Frames per second. Note that actual frame rate will be a bit lower than the set value. | `30`
126
-
`modelMovementFactor` | A factor in the range [0,1] limiting the avatar's upper body movement when standing. [≥`v1.2`] | `1`
126
+
`modelMovementFactor` | A factor in the range [0,1] limiting the avatar's upper body movement when standing. | `1`
127
+
`dracoEnabled` | If `true`, use Draco geometry compression. [≥`v1.5`] | `false`
`avatarMood` | The mood of the avatar. Supported moods: `"neutral"`, `"happy"`, `"angry"`, `"sad"`, `"fear"`, `"disgust"`, `"love"`, `"sleep"`. | `"neutral"`
148
150
`avatarMute`| Mute the avatar. This can be helpful option if you want to output subtitles without audio and lip-sync. | `false`
149
-
`avatarIdleEyeContact` | The average proportion of eye contact while idle in the range [0,1].[≥`v1.3`] | `0.2`
150
-
`avatarIdleHeadMove` | The average proportion of head movement while idle in the range [0,1].[≥`v1.3`] | `0.5`
151
-
`avatarSpeakingEyeContact` | The average proportion of eye contact while speaking in the range [0,1].[≥`v1.3`] | `0.5`
152
-
`avatarSpeakingHeadMove` | The average proportion of head movement while speaking in the range [0,1].[≥`v1.3`] | `0.5`
153
-
`avatarIgnoreCamera` | If set to `true`, makes the avatar to ignore the camera and speak to whatever it is facing. [≥`v1.3`]| `false`
154
-
`listeningSilence`<br>`ThresholdLevel` | Silence detection threshold in the range of [0,100]. If the volume stays below the level for the set duration, a `"stop"` event is triggered. [≥`v1.3`]| `40`
155
-
`listeningSilence`<br>`ThresholdMs` | Silence detection duration in milliseconds. If the volume stays below the level for the set duration, a `"stop"` event is triggered. [≥`v1.3`]| `2000`
156
-
`listeningSilence`<br>`DurationMax` | Maximum silence in milliseconds before `"maxsilence"` event is triggered. [≥`v1.3`]| `10000`
157
-
`listeningActive`<br>`ThresholdLevel` | Activity detection threshold in the range of [0,100]. If the volume stays above the set level for the set duration, a `"start"` event is triggered. [≥`v1.3`]| `90`
158
-
`listeningActive`<br>`ThresholdMs` | Activity detection duration in milliseconds. If the volume stays above the set level for the set duration, a `"start"` event is triggered. [≥`v1.3`]| `400`
159
-
`listeningActive`<br>`DurationMax` | Maximum activity in milliseconds before `"maxactive"` event is triggered. [≥`v1.3`]| `240000`
151
+
`avatarIdle`<br>`EyeContact` | The average proportion of eye contact while idle in the range [0,1]. | `0.2`
152
+
`avatarIdle`<br>`HeadMove` | The average proportion of head movement while idle in the range [0,1]. | `0.5`
153
+
`avatarSpeaking`<br>`EyeContact` | The average proportion of eye contact while speaking in the range [0,1]. | `0.5`
154
+
`avatarSpeaking`<br>`HeadMove` | The average proportion of head movement while speaking in the range [0,1]. | `0.5`
155
+
`avatarIgnoreCamera` | If set to `true`, makes the avatar to ignore the camera and speak to whatever it is facing. | `false`
156
+
`listeningSilence`<br>`ThresholdLevel` | Silence detection threshold in the range of [0,100]. If the volume stays below the level for the set duration, a `"stop"` event is triggered. | `40`
157
+
`listeningSilence`<br>`ThresholdMs` | Silence detection duration in milliseconds. If the volume stays below the level for the set duration, a `"stop"` event is triggered. | `2000`
158
+
`listeningSilence`<br>`DurationMax` | Maximum silence in milliseconds before `"maxsilence"` event is triggered. | `10000`
159
+
`listeningActive`<br>`ThresholdLevel` | Activity detection threshold in the range of [0,100]. If the volume stays above the set level for the set duration, a `"start"` event is triggered. | `90`
160
+
`listeningActive`<br>`ThresholdMs` | Activity detection duration in milliseconds. If the volume stays above the set level for the set duration, a `"start"` event is triggered. | `400`
161
+
`listeningActive`<br>`DurationMax` | Maximum activity in milliseconds before `"maxactive"` event is triggered. | `240000`
160
162
`statsNode` | Parent DOM element for the three.js stats display. If `null`, don't use. | `null`
161
163
`statsStyle` | CSS style for the stats element. If `null`, use the three.js default style. | `null`
162
164
@@ -216,7 +218,7 @@ Method | Description
216
218
`lookAt(x,y,t)` | Make the avatar's head turn to look at the screen position (`x`,`y`) for `t` milliseconds.
217
219
`lookAhead(t)` | Make avatar look ahead for `t` milliseconds.
218
220
`lookAtCamera(t)` | Make the avatar's head turn to look at the camera for `t` milliseconds. If `avatarIgnoreCamera` is set to `true`, looks ahead for `t` milliseconds.
219
-
`makeEyeContact(t)` | Make the avatar maintain eye contact with the person in front of it for (at least) `t` milliseconds[≥`v1.3`]
221
+
`makeEyeContact(t)` | Make the avatar maintain eye contact with the person in front of it for (at least) `t` milliseconds.
220
222
`setMood(mood)` | Set avatar mood.
221
223
`playBackgroundAudio(url)` | Play background audio such as ambient sounds/music in a loop.
222
224
`stopBackgroundAudio()` | Stop playing the background audio.
@@ -225,10 +227,10 @@ Method | Description
225
227
`stopAnimation()` | Stop the current animation started by `playAnimation`.
226
228
`playPose(url, [onprogress=null], [dur=5], [ndx=0], [scale=0.01])` | Play the initial pose of a Mixamo animation file for `dur` seconds. If the FBX file includes several animations, the parameter `ndx` specifies the index. Since Mixamo rigs have a scale 100 and RPM a scale 1, the `scale` factor can be used to scale the positions.
227
229
`stopPose()` | Stop the current pose started by `playPose`.
228
-
`playGesture(name, [dur=3], [mirror=false], [ms=1000])` | Play a named hand gesture and/or animated emoji for `dur` seconds with the `ms` transition time. The available hand gestures are `handup`, `index`, `ok`, `thumbup`, `thumbdown`, `side`, `shrug`. By default, hand gestures are done with the left hand. If you want the right handed version, set `mirror` to true. You can also use `playGesture` to play emojis. See Appendix D for more details.[≥`v1.2`]
229
-
`stopGesture([ms=1000])` | Stop the gesture with `ms` transition time.[≥`v1.2`]
230
-
`startListening(analyzer, [opt={}], [onchange=null])` | Start listening `analyzer` AnalyserNode. The `opt` object can be used to set options `listeningSilenceThresholdLevel`, `listeningSilenceThresholdMs`, `listeningSilenceDurationMax`, `listeningActiveThresholdLevel`, `listeningActiveThresholdMs`, `listeningActiveDurationMax`. The callback function `onchange` is called, when the state changes with one of the following parameter: `start`, `stop`, `maxsilence`, `maxactive`.[≥`v1.3`]
231
-
`stopListening` | Stop listening the incoming audio.[≥`v1.3`]
230
+
`playGesture(name, [dur=3], [mirror=false], [ms=1000])` | Play a named hand gesture and/or animated emoji for `dur` seconds with the `ms` transition time. The available hand gestures are `handup`, `index`, `ok`, `thumbup`, `thumbdown`, `side`, `shrug`. By default, hand gestures are done with the left hand. If you want the right handed version, set `mirror` to true. You can also use `playGesture` to play emojis. See Appendix D for more details.
231
+
`stopGesture([ms=1000])` | Stop the gesture with `ms` transition time.
232
+
`startListening(analyzer, [opt={}], [onchange=null])` | Start listening `analyzer` AnalyserNode. The `opt` object can be used to set options `listeningSilenceThresholdLevel`, `listeningSilenceThresholdMs`, `listeningSilenceDurationMax`, `listeningActiveThresholdLevel`, `listeningActiveThresholdMs`, `listeningActiveDurationMax`. The callback function `onchange` is called, when the state changes with one of the following parameter: `start`, `stop`, `maxsilence`, `maxactive`.
233
+
`stopListening` | Stop listening the incoming audio.
232
234
`start` | Start/re-start the Talking Head animation loop.
233
235
`stop` | Stop the Talking Head animation loop.
234
236
@@ -669,17 +671,17 @@ can be configured using the following properties:
669
671
670
672
Property | Description | Example
671
673
--- | --- | ---
672
-
`bone` | The name of the bone in your custom skeleton. Note that each dynamic bone must have a parent bone. | `bone: "ponytail1"`
673
-
`type` | <ul><li>`"point"` updates only the bone's local position [x,y,z]. It is fast to calculate, but may cause skinned meshes to deform unnaturally.</li><li>`"link"` updates only the parent's quaternions (XZ rotations).</li><li>`"mix1"` mixes XZ rotations with a stretch (bone length, position change).</li><li>`"mix2"` mixes XZ rotations with a twist (Y rotations).</li><li>`"full"` link with both stretch and twist.</li></ul> | `type: "full"`
674
-
`stiffness` | Mass-normalized spring constant `k`[m/s^2]. Either a non-negative number or an array with separate values for each dimension [x, y, z, t]. | `stiffness: 20`
675
-
`damping` | Mass-normalized damping coefficient `c`[1/s]. Either a non-negative number or an array with separate values for each dimension [x, y, z, t]. | `damping: 2`
676
-
`external` | External scaling factor between [0,1] that can be used to scale down the external forces caused by parent's movement. If set to `0`, the bone is rigid and moves with its parent without experiencing any external force. If set to `1`, the bone follows its parent with a lag (inertia) and feels the force. OPTIONAL, default value `1.0` | `external: 0.7`
677
-
`limits` | Sets the limiting range [low, high] for each dimension [x, y, z, t] in meters [m]. This can help prevent situations in which meshes overlap due to sudden movements or when the amplitude becomes unrealistic. Limits are applied in local space. OPTIONAL, default `null` (no limit) | `limits: [null,null,[null,0.01],null]`
678
-
`deltaLocal` | Local position translation [dx,dy,dz] in meters [m]. OPTIONAL, default `null` | `deltaLocal: [0,0.01,0]`
679
-
`deltaWorld` | World position translation [dx,dy,dz] in meters [m]. OPTIONAL, default `null` | `deltaWorld: [0,-0.02,0]`
680
-
`pivot` | If `true`, the bone becomes a free-hanging bone along the Y-axis. This means that the parent's X/Z rotations are automatically compensated. Use with caution, as this requires additional computational effort, and the `limits` do not apply as usual. OPTIONAL, default `false` | `pivot: true`
681
-
`excludes` | Sets one or more spherical excluded zones that act as invisible force fields, limiting the movement of the bone. An array of objects in the format `{ bone, deltaLocal, radius}` in which `bone` specifies the center bone name, `deltaLocal` (optional) offset [x,y,z] relative to center bone, and `radius` in meters. OPTIONAL, default `null` | `excludes: [ { bone: "Head", deltaLocal: [0,0.05,0.02], radius: 0.13 } ]`
682
-
`helper` | If `true`, add a helper object to the scene to assist with visualizing the bone during testing. If the dynamic bone type is "point", displays only a square, otherwise also the line from parent to the bone. OPTIONAL, default `false` | `helper: true`
674
+
`bone` | The name of the bone in your custom skeleton. Note that each dynamic bone must have a parent bone. | `"ponytail1"`
675
+
`type` | <ul><li>`"point"` updates only the bone's local position [x,y,z]. It is fast to calculate, but may cause skinned meshes to deform unnaturally.</li><li>`"link"` updates only the parent's quaternions (XZ rotations).</li><li>`"mix1"` mixes XZ rotations with a stretch (bone length, position change).</li><li>`"mix2"` mixes XZ rotations with a twist (Y rotations).</li><li>`"full"` link with both stretch and twist.</li></ul> | `"full"`
676
+
`stiffness` | Mass-normalized spring constant `k`[m/s^2]. Either a non-negative number or an array with separate values for each dimension [x, y, z, t]. | `20`
677
+
`damping` | Mass-normalized damping coefficient `c`[1/s]. Either a non-negative number or an array with separate values for each dimension [x, y, z, t]. | `2`
678
+
`external` | External scaling factor between [0,1] that can be used to scale down the external forces caused by parent's movement. If set to `0`, the bone is rigid and moves with its parent without experiencing any external force. If set to `1`, the bone follows its parent with a lag (inertia) and feels the force. OPTIONAL, default value `1.0` | `0.7`
679
+
`limits` | Sets the limiting range [low, high] for each dimension [x, y, z, t] in meters [m]. This can help prevent situations in which meshes overlap due to sudden movements or when the amplitude becomes unrealistic. Limits are applied in local space. OPTIONAL, default `null` (no limit) | `[null,null,[null,0.01],null]`
680
+
`deltaLocal` | Local position translation [dx,dy,dz] in meters [m]. OPTIONAL, default `null` | `[0,0.01,0]`
681
+
`deltaWorld` | World position translation [dx,dy,dz] in meters [m]. OPTIONAL, default `null` | `[0,-0.02,0]`
682
+
`pivot` | If `true`, the bone becomes a free-hanging bone along the Y-axis. This means that the parent's X/Z rotations are automatically compensated. Use with caution, as this requires additional computational effort, and the `limits` do not apply as usual. OPTIONAL, default `false` | `true`
683
+
`excludes` | Sets one or more spherical excluded zones that act as invisible force fields, limiting the movement of the bone. An array of objects in the format `{ bone, deltaLocal, radius}` in which `bone` specifies the center bone name, `deltaLocal` (optional) offset [x,y,z] relative to center bone, and `radius` in meters. OPTIONAL, default `null` | `[ { bone: "Head", deltaLocal: [0,0.05,0.02], radius: 0.13 } ]`
684
+
`helper` | If `true`, add a helper object to the scene to assist with visualizing the bone during testing. If the dynamic bone type is "point", displays only a square, otherwise also the line from parent to the bone. OPTIONAL, default `false` | `true`
683
685
684
686
685
687
Finding a good combination of `stiffness`, `damping`, and `external`, is mostly
0 commit comments