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InstructionsBML.md

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BML Instructions

Data sent to processMsg

{ 
    "type": "behaviours", 
    "composition": "MERGE", 
    "data": [ ... ] 
} 

Composition Types:

"composition": "MERGE" //default if not specified
"composition": "APPEND" // block will be added at the end of the list
"composition": "REPLACE" // removes overlapping blocks

Example of objects inside the "data" array

{
    "type": "faceLexeme",
    "start": 0.1,
    "attackPeak": 0.6,
    "relax": 1.5,
    "end": 1.8,
    "amount": 0.1,
    "lexeme": "NMF_ARCH"
}

The attribute shift indicates whether the action should be interpreted as the default pose to which return.


Non Manual Features (NMF)

Blink

Blink is automatically executed by the realizer. However, a blink can be forced with this instruction. For a more controlled eyelid movement, use lexemes instead.

{
    "type": "blink",
    "start": 0.1
}

Eye Lookat

{
    "type": "gaze", // other types: "gazeShift" - shift automatically set to true
    "start": 0.1,
    "ready": 0.2,
    "relax": 0.3,
    "end": 0.4,

    "influence": "NECK", // available values: [ "NECK", "HEAD", "EYES" ]
    "target": "UP_RIGHT", // available values: ["UP_RIGHT", "UP_LEFT", "DOWN_RIGHT", "DOWN_LEFT", "RIGHT", "LEFT", "UP", "DOWN", "FRONT" ]

    // optionals
    "offsetDirection": "UP_RIGHT", // available values: [ "UP_LEFT", "DOWN_RIGHT", "DOWN_LEFT", "RIGHT", "LEFT", "UP", "DOWN" ]
    "offsetAngle": 0, // degrees
    "headOnly": true, // whether to move the eyes with a head movement
    "shift": false
}

Head NOD / SHAKE / TILT / FORWARD / BACKWARD

{
    "type": "head",
	"start": 0.1,
	"ready": 0.2,         // gets to position to initiate head stroke
	"strokeStart": 0.3,   //optional, if not present, automatically set to ready
	"stroke": 0.4,        //optional, if not present, automatically set to half distance of strokeStart & strokeEnd
    "strokeEnd": 0.5,     //optional, if not present, automatically set to relax
	"relax": 0.6,         // starts returning to neutral position
	"end": 0.7,
    "amount": 1,  
	"repetition": 3,       //amount of times to REPEAT. Default 0 (meaning only moves once)

    "lexeme": "NOD", // available values: [ "NOD", "SHAKE", "TILT", "TILT_LEFT", "TILT_RIGHT", "TILT_FORWARD", "TILT_BACKWARD", "FORWARD", "BACKWARD" ]

}

Speech

Mouthing.

{
    "type": "speech",
    "start": 0,
    "text": "ApakAlIptIkAl", // "apocalyptical " arpabet 1-letter consonats and vowels plus "." and " "

    // optionals
    "phT": [0.1,0.2,0.3,...], // duration (seconds) of each phoneme. Overrides sentT.  
    "sentT": 2.3,  //duration (seconds) of whole sentence. Overrides speed. Delay not included.  
    "speed": 0.1, //phonemes per second of the whole string. Overrides default speed. Humans speak at 8 phonemes per second (lower boundary) 
    "phInt": [0.8,0.9,1,...], // intensity of each phoneme. Overrides sentInt.
    "sentInt": 1,
}

Face Emotion

{
    "type": "faceEmotion", // synonyms: "faceVA" 
    "start": 0.1,
    "attackPeak": 0.2, // reaches target/amount
    "relax": 0.3,  // starts undoing blink
    "end": 0.4, 

    // choose one: either "valaro" or "emotion"
    "valaro": [ 0.8, 0.6 ], // [ valence, arousal ] 
    "emotion": "HAPPINESS", // available values: ["HAPPINESS", "ANGER", "SADNESS", "SURPRISE", "FEAR", "DISGUST", "CONTEMPT" ]

    // optionals
    "amount": 1,
    "shift": false,
}

Face Lexeme

{
    "type": "face", // synonyms: [ ]"faceLexeme", "faceFACS" ],  other types: "faceShift" - shift automatically set to true
    "start": 0.1,
    "attackPeak": 0.2, 
    "relax": 0.3,  
    "end": 0.4, 

	"lexeme": "BROW_RAISER", // string or array of objects such as [ { "lexeme": "BROW_RAISER" }, { "lexeme": "BLINK", "amount": 2 } ]. The latter, uses the amount defined outside for BROW_RAISER, and amount=2 for BLINK
    // optionals
    "amount": 1, // defaults to 1
}
Click to view the complete list of available lexemes

ARCH
BROW_LOWERER
BROW_LOWERER_LEFT
BROW_LOWERER_RIGHT
BROW_RAISER
BROW_RAISER_LEFT
BROW_RAISER_RIGHT
INNER_BROW_RAISER
OUTER_BROW_RAISER
SQUINT
BLINK
EYES_CLOSED
UPPER_LID_RAISER
UPPER_LID_RAISER_LEFT
UPPER_LID_RAISER_RIGHT
LID_TIGHTENER
WINK_LEFT
WINK_RIGHT
CHEEK_RAISER
CHEEK_SUCK
CHEEK_SUCK_LEFT
CHEEK_SUCK_RIGHT
CHEEK_BLOW
CHEEK_BLOW_LEFT
CHEEK_BLOW_RIGHT
NOSE_WRINKLER
NOSTRIL_DILATOR
NOSTRIL_COMPRESSOR
LIP_CORNER_DEPRESSOR
LIP_CORNER_DEPRESSOR_LEFT
LIP_CORNER_DEPRESSOR_RIGHT
LIP_CORNER_PULLER
LIP_CORNER_PULLER_LEFT
LIP_CORNER_PULLER_RIGHT
LIP_STRETCHER
LIP_FUNNELER
LIP_TIGHTENER
LIP_PUCKERER
LIP_PUCKERER_LEFT
LIP_PUCKERER_RIGHT
LIP_PRESSOR
LIPS_PART
LIP_SUCK
LIP_SUCK_UPPER
LIP_SUCK_LOWER
LOWER_LIP_DEPRESSOR
LOWER_LIP_DEPRESSOR_LEFT
LOWER_LIP_DEPRESSOR_RIGHT
UPPER_LIP_RAISER
UPPER_LIP_RAISER_LEFT
UPPER_LIP_RAISER_RIGHT
CHIN_RAISER
DIMPLER
DIMPLER_LEFT
DIMPLER_RIGHT
LIP_BITE
SMILE_TEETH
SMILE_TEETH_WIDE
SMILE_CLOSED
ROUND_OPEN
ROUND_CLOSED
MOUTH_STRETCH
CLOSE_TIGHT
JAW_DROP
JAW_THRUST
JAW_SIDEWAYS_LEFT
JAW_SIDEWAYS_RIGHT
TONGUE_BULGE_LEFT
TONGUE_BULGE_RIGHT
TONGUE_UP
TONGUE_SHOW
TONGUE_WIDE
LIP_WIPE
NECK_TIGHTENER



Manual Features (MF)

6 main directions
U=up, D=down, L=left, R=right, I=in, O=out, 

All gestures share some optional attributes

{
    "hand": "RIGHT", // available values: [ "RIGHT", "LEFT", "BOTH", "DOMINANT", "NON_DOMINANT" ] - hand to apply gesture (it does NOT become the dominant hand). Defaults to "RIGHT". Defaults to dominant hand
    "lrSym": true,  // bool, left-right symmetry. Only applied to the non-dominant hand
    "udSym": false, // bool, up-down  symmetry. Only applied to the non-dominant hand
    "ioSym": false, // bool, in-out  symmetry. Only applied to the non-dominant hand
}

The dominant hand can be set through the following attribute.

{
    "type": "gesture",
    "config": { 
        "dominant": "RIGHT", // available values: ["RIGHT", "LEFT" ] - which hand is considered dominant. Only needs to be set once. Affects symmetry attributes. Defaults to "right". 
    },
}

Attributes with the second prefix are usually optional and combines the effects of this and the same attribute without the prefix.

All gesture intructions can be packed into a single BML instruction. Caution must be taken as attributes may overlap between different gesture types. This can be useful to to reuse the same timing for several gestures
The following example using a single BML, instructs the avatar the handshape, palmor, extfidir and the shoulder raise with the same timing variables

{ 
    "type": "gesture",
    "start": 0,   "attackPeak": 0.5,   "relax": 1,   "end": 2, 
    "shoulderRaise": "1",
    "extfidir": "U", 
    "palmor": "L",  
    "handshape": "FINGER_2",
    "hand": "LEFT" 
}

Elbow Raise

Raises the elbow (added to the elbow raise automatically computed while moving the arm)

{
    "type": "gesture",
    "start": 0.1,
    "attackPeak": 0.2, 
    "relax": 0.3,  
    "end": 0.4,

    "elbowRaise": 1, // number [-1,1], where 0 = 0 degrees and 1 = 90 degrees

    //optional
    "shift": false, 
}

Shoulder Raise

Raises the shoulder (added to the shoulder raise automatically computed while moving the arm)

{
    "type": "gesture",
    "start": 0.1,
    "attackPeak": 0.2, 
    "relax": 0.3,  
    "end": 0.4,
    
    "shoulderRaise": 0.8, // value [-1,1], where 0 = 0 degrees and 1 = 30 degrees
    
    //optional
    "shift": false, 
}

Shoulder Hunch

Moves the shoulder forward (added to the shoulder hunch automatically computed while moving the arm)

{
    "type": "gesture",
    "start": 0.1,
    "attackPeak": 0.2, 
    "relax": 0.3,  
    "end": 0.4,
    
    "shoulderHunch": 0.8, // value [-1,1], where 0 = 0 degrees and 1 = 30 degrees.
    
    //optional
    "shift": false, 
}

Body Movement

Moves the body (trunk). Tilt forward-backward, tilt left-right and rotate left-right. New gestures are added to the previuos one, they are not replaced.

{
    "type": "gesture",
    "start": 0.1,
    "attackPeak": 0.2, 
    "relax": 0.3,  
    "end": 0.4,
    
    "bodyMovement": "TILT_FORWARD", // available valuse: [ "TILT_FORWARD", "TILT_BACKWARD", "TILT_LEFT", "TILT_RIGHT", "ROTATE_LEFT", "ROTATE_RIGHT" ]
    
    //optional
    "amount": 0.5, // default to 1 
}

Body Location

Moves the arm (wrist) to a location of the body (face + trunk).

{
    "type": "gesture",
    "start": 0.1,
    "attackPeak": 0.2, 
    "relax": 0.3,  
    "end": 0.4,
    
    "locationBodyArm": "CHEST", // string
   
    // optionals
    "secondLocationBodyArm": "CHEST", // string
    "side": "RR", // available values: ["RR", "R", "L", "LL"]. string, chooses a point to the right, slightly right, slightly left or left of the chosen point
    "secondSide": "L", // string

    "distance": 0, // [0,1] how far from the body to locate the hand. 0 = close, 1 = arm extended
    "displace": "U", // string, combination of the 6 directions. Location will be offseted into that direction
    "displaceDistance": 0.05, // number how far to move to the indicated side. Metres 

    //Following attributes describe which part of the hand will try to reach the locationBodyArm location 
    "srcFinger": "1", // 1,2,3,4,5, see handconstellation for more information
    "srcLocation": "PAD", // see handconstellation hand locations
    "srcSide": "PALMAR", // see handconstellation sides
    "keepUpdatingContact": false, // once peak is reached, the location will be updated only if this is true. 
                // i.e.: set to false; contact tip of index; reach destination. Afterwards, changing index finger state will not modify the location
                // i.e.: set to true; contact tip of index; reach destination. Afterwards, changing index finger state (handshape) will make the location change depending on where the tip of the index is  

    "shift": false, // contact information ( srcFinger, srcLocation, srcSide ) is not kept for shift
}
Click to view the complete list of available locations

"HEAD"
"HEAD_TOP"
"FOREHEAD"
"EYEBROWS_LINE"
"EYEBROW" // automatically assigns right or left from the incoming hand
"EYEBROW_RIGHT"
"EYEBROW_LEFT"
"EYES_LINE"
"EYE" // automatically assigns right or left from the incoming hand
"EYE_RIGHT"
"EYE_LEFT"
"EAR" // automatically assigns right or left from the incoming hand
"EAR_RIGHT"
"EAR_LEFT"
"EARLOBE" // automatically assigns right or left from the incoming hand
"EARLOBE_RIGHT"
"EARLOBE_LEFT"
"CHEEK" // automatically assigns right or left from the incoming hand
"CHEEK_RIGHT"
"CHEEK_LEFT"
"NOSE"
"BELOW_NOSE"
"MOUTH"
"CHIN"
"UNDER_CHIN"
"NECK"
"CHEST"
"SHOULDER_TOP"
"SHOULDER_LINE"
"SHOULDER" // automatically assigns right or left from the incoming hand
"SHOULDER_RIGHT"
"SHOULDER_LEFT"
"STOMACH"
"BELOW_STOMACH"
"NEUTRAL"


Palm Orientation

Roll of the wrist joint.

{
    "type": "gesture",
    "start": 0.1,
    "attackPeak": 0.2, 
    "relax": 0.3,  
    "end": 0.4,
    
    "palmor": "U", //string, combinatino of 4 directions ( "I", "O" not valid )
    
    // optionals
    "secondPalmor": "L", // string, combinatino of 4 directions ( "I", "O" not valid ). Will compute midpoint between palmor and secondPalmor.
    "shift": false 
}

Extfidir

Yaw and Pitch of the wrist joint.

{
    "type": "gesture",
    "start": 0.1,
    "attackPeak": 0.2, 
    "relax": 0.3,  
    "end": 0.4,
    
    "extfidir": "L", // string, combination of 6 directions
    
    // optionals
    "secondExtfidir": "L", // string, combination of 6 directions. Will compute midpoint between extifidir and secondExtfidir  
    "shift": false, // optional
}

Handshape

Sets the posture of the fingers of a hand. Fingers are numbered from 1 (thumb) to 5 (pinky)

{ 
    "type": "gesture",
    "start": 0.1,
    "attackPeak": 0.2, 
    "relax": 0.3,  
    "end": 0.4,
    
    "handshape": "FLAT", //string from the handshape table
    
    // optionals
    "secondHandshape": "FLAT", //string from the handshape table
    "thumbshape": "TOUCH", //string from thumbshape table. if not present, the predefined thumbshape for the handshape will be used
    "secondThumbshape": "TOUCH", // string from thumbshape table. Applied to secondHandshape
    "tco": 0.3, // number [0,1]. Thumb Combination Opening from the Hamnosys specification 
    "secondtco": 0.3, // number [0,1]. Thumb Combination Opening from the Hamnosys specification. Applied to secondHandshape
    
    "mainBend": "HOOKED", // bend applied to selected fingers from the default handshapes. Basic handshapes and ThumbCombination handshapes behave differently. Value from the bend table
    "secondMainBend": "HOOKED", // mainbend applied to secondHandshape
    "bend1": "099", // overrides any other bend applied for this handshape for this finger. bend1=thumb, bend2=index, and so on. The value is one from the bend table
    "mainSplay": 0.5, // number [-1,1]. Separates laterally fingers 2,4,5. Splay diminishes the more the finger is bent
    "splay1": 0.5, // number [-1,1]. splay1=thumb, splay2=index, and so on. Sepparates laterally the specified finger. Splay diminishes the more the finger is bent. 

    "specialFingers": "5", //string of numbers [2-5], the main characteristics of the handshape are applied to the fingers specified. This is done before the mainbend and the thumbshape since they are applied to the selected fingers, and these change when applying specialFingers.
    "shift": false,
}
Click to view the complete list of available HANDSHAPES

--- BASIC HANDSHAPES ---
FIST
FINGER_2
FINGER_23
FINGER_23_SPREAD
FINGER_2345
FLAT

--- THUMB COMBINATION HANDSHAPES ---
PINCH_12
PINCH_12_OPEN
PINCH_ALL
CEE_ALL
CEE_12
CEE_12_OPEN

Click to view the complete list of available THUMBSHAPES

DEFAULT
OUT
OPPOSED
ACROSS
TOUCH

Click to view the complete list of BEND STATES

STRAIGHT
HALF_BENT
BENT
ROUND
HOOKED
DOUBLE_BENT
DOUBLE_HOOKED
triplets of numbers from 0-9. The first number indicates the base of the finger, the second the middle joint and the third the joint in the tip of the finger.
i.e. BENT = "900", HOOKED = "099"


Hand Constellation

Moves the hand position with respect to each other.

The motion is stopped if an arm location is executed afterwards.

{
    "type": "gesture",
    "start": 0.1,
    "attackPeak": 0.2, 
    "relax": 0.3,  
    "end": 0.4,

    "handConstellation": true,
    //Location of the hand in the specified hand (or dominant hand)
    "srcFinger": "2", // 1,2,3,4,5. If the location does not use a finger, do not include this
    "srcLocation": "PAD", // string from hand locations (although no forearm, elbow, upperarm are valid inputs here)
    "srcSide": "BACK", // ULNAR, RADIAL, PALMAR, BACK
     
    //Location of the hand in the unspecified hand (or non dominant hand)
    "dstFinger": "2", // 1,2,3,4,5. If the location does not use a finger, do not include this
    "dstLocation": "BASE", // string from hand locations or arm locations
    "dstSide": "PALMAR", // ULNAR, RADIAL, PALMAR, BACK 
    
    "hand": "DOMINANT", // if hand=="BOTH", both hand will try to reach each other, meeting in the middle. Otherwise, only the specified hand will move towards the unspecified hand.

    // optionals
    "distance": 0, //[-ifinity,+ifninity] where 0 is touching and 1 is the arm size. Distance between endpoints. 
    "distanceDirection": "L", // string, combination of 6 directions. If not provided, defaults to horizontal outwards direction
    
    "keepUpdatingContact": false, // once peak is reached, the location will be updated only if this is true. 
                    // i.e.: set to false; contact tip of index; reach destination. Afterwards, changing index finger state will not modify the location
                    // i.e.: set to true; contact tip of index; reach destination. Afterwards, changing index finger state (handshape) will make the location change depending on where the tip of the index is  
}
Click to view the complete list of HAND CONSTELLATION SIDES

RIGHT
LEFT
ULNAR
RADIAL
FRONT // only for ELBOW and UPPER_ARM instead of PALMAR
BACK
PALMAR

Click to view the complete list of HAND LOCATIONS

TIP // need a finger specification and does not have sides
PAD // need a finger specification
MID // need a finger specification
BASE // need a finger specification
THUMB_BALL
HAND
WRIST

Click to view the complete list of ARM LOCATIONS

FOREARM
ELBOW
UPPER_ARM


Directed Motion

Moves the arm (wrist) in a linear direction.

distance and curveSize attributes are concurrent and not exclusive. Meaning one attribute can be 0 while the other different from 0.

The motion is stopped if an arm location is executed afterwards.

{
    "type": "gesture",
    "start": 0.1,
    "attackPeak": 0.2, 
    "relax": 0.3,  
    "end": 0.4,

    "motion": "DIRECTED",
    "direction": "O", // string, combination of 6 directions
    
    // optionals
    "secondDirection": "L", // string, combination of 6 directions. Will compute midpoint between direction and secondDirection.
    "distance": 0.05, // number, metres of the displacement. Default 0.2 m (20 cm)
    "curve": "U", // string, combination of 6 directions.  Default to none
    "secondCurve": "L", // string, combination of 6 directions. Will compute midpoint between curve and secondCurve.
    "curveSize": 1, // number meaning the amplitude of the curve
    "zigzag": "L", // string, combination of 6 directions
    "zigzagSize": 0.05, // amplitude of zigzag (from highest to lowest point) in metres. Default 0.01 m (1 cm)
    "zigzagSpeed": 3, // oscillations per second. Default 2
}

Circular Motion

Moves the arm (wrist) in a circular motion.

The motion is stopped if an arm location is executed afterwards.

{
    "type": "gesture",
    "start": 0.1,
    "end": 0.4,
    
    "motion": "CIRCULAR",
    "direction": "O", // string, combination of 6 directions. Axis of rotation
    
    // optionals
    "secondDirection": "L", // string, combination of 6 directions. Will compute midpoint between direction and secondDirection.
    "distance": 0.05, // number, radius in metres of the circle. Default 0.05 m (5 cm)
    "startAngle": 0, // where in the circle to start. 0º indicates up. Indicated in degrees. Default to 0º. [-infinity, +infinity]
    "endAngle": 360, // where in the circle to finish. 0º indicates up. Indicated in degrees. Default to 360º. [-infinity, +infinity]
    "ellipseAxisDirection": "ul", // string, direction of the major axis of the ellipse if the direction were set as 'O' (out). 'I' and 'O' are ignored. If unspecified, defaults to 'L'. 
    "ellipseAxisRatio": 0.5, // number. Sets the ellipse axes ratio minor/major, where 1 is a circle with radius "distance". If unspecified, defaults to 1. 
    "zigzag": "L", // string, combination of 6 directions
    "zigzagSize": 0.05, // amplitude of zigzag (from highest to lowest point) in metres. Default 0.01 m (1 cm)
    "zigzagSpeed": 3, // oscillations per second. Default 2
}

Fingerplay Motion

Wiggle fingers of the hand.

{
    "type": "gesture",
    "start": 0.1,
    "attackPeak": 0.2, 
    "relax": 0.3,  
    "end": 0.4,
    
    "motion": "FINGERPLAY",

    // optionals
    "speed": 2, // oscillations per second. Default 3
    "intensity": 0.5, //[0,1]. Default 0.3
    "fingers": "13", // string with numbers. Each number present activates a finger. 2=index, 3=middle, 4=ring, 4=pinky. I.E. "234" activates index, middle, ring but not pinky. Default all enabled
    "exemptedFingers": "2", //string with numbers. Blocks a finger from doing the finger play. Default all fingers move

}

Wrist Motion

Repetitive swinging, nodding and twisting of wrist (wiggle for the wrist).

{
    "type": "gesture",
    "start": 0.1,
    "attackPeak": 0.2, 
    "relax": 0.3,  
    "end": 0.4,
    
    "motion": "WRIST",
    "mode": "NOD",
    /* either a: 
        - string from [ "NOD", "SWING", "TWIST", "STIR_CW", "STIR_CCW", "ALL" ]
        - or a value from [ 0 = None, 1 = TWIST, 2 = NOD, SWING = 4 ]. 
    Several values can co-occur by using the OR (|) operator. I.E. ( 2 | 4 ) = STIR_CW
    Several values can co-occur by summing the values. I.E. ( 2 + 4 ) = STIR_CW
    */

    // optionals
    "speed": 3, // oscillations per second. Negative values accepted. Default 3. 
    "intensity": 0.3, // [0,1]. Default 0.3
}