Currently, only support "Normal" and "Inversion" modes, "Normal" means normal mesh union, "Inversion" means mesh diff, it behaves like subtract itself from the previous mesh.
This commit include lots of changes for pose editor.
Before, we use buttons to represent the transform controller for bones;
Now, we use nodes and edges to represent the bones, just like the nodes and edges for representing the guide spheres for mesh generating. There are advantages by doing this. Firstly, The edit UI for both mesh and pose are unified, secondly, it is possible to set a reference sheet for pose editing now, this is very important.
This new pose editor is inspired by the Eadweard Muybridge's work.
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.
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.
The normals haven't fix yet, this commit is mainly preparing for the next coming commits about animation export.
The glTF text format abandoned for the binary format.
Add a crc64 hash check for history keeping to avoid repeated snapshot.
Besides, before, there is a logic error in the undo implementation, which recover the most recent snapshot from undo stack, so user need undo twice and at the second undo get the expected result. This incorrect behavior got fixed.
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.
Shortcuts implementation now use QShortcut instead of using the raw key event.
Besides, hold spacebar to temporarily enter drag mode also implemented in this commit, this is very useful in zoom mode.
Curve editor has been removed from this commit.
Instead of let user edit customized curve for motion, we provider presets. It's much more easy to add motion than before.
Besides adding the PBR material manager, this commit hide some unnecessary features such as toggle wireframes and toggle normal smooth.
Add a regenerate button to indicate mesh is generating by showing a spiner, user can click this button to regenerate if the final result is not good.
Please note that, we generate the texture map by default compared to before we only generate texture map when user export glTF result. Current uvunwrap library cann't handle bad mesh very well, so it will crash on the wires model.
Before, app crash on some machines as been reported in #15 and #16, and cannot easily be reproduced on other machines, such as a virtual box guest system, which make it very hard to trace the root cause.
Now, the offline render is totally removed from the code base, instead of offline-render to image then show the image, we can directly show the parts model in the parts tree using normal opengl widget, and the result looks better than before.
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.
This is an experiment test of animation clip generation. Mark leg and spine nodes to enable it or check it with the latest mosquito.ds3 example;
Skeleton offset is been fixed in this commit.
- Remove intermediate bones when user marked leg nodes
- Add flags to toggle gltf comment and normal output
- Fix face normal
- Adjust the skeleton bone mesh radius