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 feature could be useful for smooth one component and soften the seam of combination,
This commit also include a crash fix about incorrect use of CGAL.
If multiple nodes or end effector node been selected and rotate, the behaves remain the same as before, however, if single node in the middle been selected and rotated, all the children of this node will be rotated. This could be useful to rotate the tail or leg from joint.
This is useful for making hole surface. For example, without subtraction, it's difficult to make a bucket like mesh, now, you just need to copy and paste the nodes, invert it from the Parts List Panel Context Menu, then down scale and move up a little bit.
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