Commit Graph

18 Commits (4474b1ebc1b558ab08ea981fc99e24ebafb702c4)

Author SHA1 Message Date
huxingyi 821285de82 Fix crash 2020-10-13 21:49:20 +09:30
huxingyi 63cbfa83a5 Support importing another Dust3D document as a part
- Add example model: Backpacker
    To demonstrate the importing function
- Add menu: Reverse
    Reverse selected edges. The direction of edge decide the base normal of
    generated mesh.
- Refactor stroke mesh builder
    Remove recursive calls, more consistant generated result
- Add menu: Import
2020-04-08 08:45:20 +09:30
Jeremy Hu 4eddbaa2b7 Fix negative skinning weight 2020-03-11 21:33:41 +09:30
Jeremy Hu 8842739fd8 Fix rig 2020-02-19 20:35:16 +09:30
Jeremy Hu 1c3ec0c05a Fix build 2020-02-09 21:50:02 +09:30
Jeremy Hu 287d3f4d2e Rewrite rig generator
Before this commit, the body parts are segmented by face connectivity. In this commit, the body parts are segmented by nodes connectivity. Disconnected nodes are combined before segmentation at the endpoint from the nearest neighbor parts’ node.
2020-02-09 20:42:14 +09:30
Jeremy Hu 74f5a081e3 Support rigging for uncombined mesh. 2019-10-03 08:21:38 +09:30
Jeremy Hu 17cb1cb059 Introduce bullet3 to support ragdoll procedural animation 2019-09-22 00:00:27 +09:30
Jeremy Hu 820aa90406 Rename Vertex to ShaderVertex
Fix crash on hiding nodes after removing node
2019-07-04 19:06:50 +09:30
Jeremy Hu 4bdbdd496a Introduce new mesh generator: nodemesh
Remove meshlite, introduce nodemesh: https://github.com/huxingyi/nodemesh
Now, all the codebase move to C++, no rust language dependency.
2019-02-18 22:27:18 +09:30
Jeremy Hu f6bafdb720 Fix typo 2018-11-18 07:02:12 +08:00
Jeremy Hu 2c8975b1cd Unify rig type of generic and tetrapod as animal
Marks also reduced to four types: Neck, Limb, Tail and Joint.
2018-11-07 00:26:19 +08:00
Jeremy Hu 1c17e25b69 Add new rig type: Generic
The difference between tetrapod and generic is that, with tetrapod, all the bones need to be generated are know before mark, so if some marks are missing, there would be a message prompted; with generic, you can mark what ever marks as you wish, and the algorithm is try to create a spine and the limbs growing on the spine, that means, the generated skeleton would be some kind of creature.
2018-11-01 23:24:06 +08:00
Jeremy Hu 79200827f5 Cleanup
Refactor outcome. Move processes of outcome to separated files, and leave the outcome class as clean as possible.
Normal export in glb format is been fixed.
Ambient occlusion baker is been temporarily removed.
2018-10-27 07:04:45 +08:00
Jeremy Hu 208d2a0166 Cleanup
Many source file name and data type are prefixed by "skeleton" before, now all are refactored.
The class MeshResultContext represents the outcome of mesh generation before, now we have material, pose and animation, so we just rename it as Outcome.
2018-10-25 08:19:38 +08:00
Jeremy Hu ee92472027 Add motion manager
Added motions tab, hermite curve editor, quaternion overshoot blend and so on.
2018-10-02 12:59:30 +08:00
Jeremy Hu c64743f2f2 Fix rig skinning weights, add pose configure UI. 2018-09-18 11:17:35 +08:00
Jeremy Hu 48bc8df5c3 Add auto-rig
This is the second version of auto-rig, differing from the first version, the user should pick up a rig type, unless no rig will be generated. Currently, only supports Tetrapod without tail. Export as glTF format to test this feature.

This commit also achive better quality quads than before.
2018-09-14 17:45:05 +08:00