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
User can mark selected nodes as specified body location explictly. This will help the rigging step generating more reasonable result, also prepared for the future animation clip generation.
- Implement CCD (Cyclic Coordinate Descent) IK (Inverse Kinematics) algorithm
- Add end-effector pulling operation, this would be useful when you want to pull a group of nodes in line to align straight or mimic curl.
In the previous version, the nodes get selected and copied, without lost selection after new nodes pasted.
This commit fix this problem. Now, the old nodes lose selection while new pasted nodes gettting selected.
This feature will make the following use case much easier:
Extrude:
Select some nodes, copy, paste then scale.
The symmetry feature is not funtional when there is no turnaround reference sheet loaded.
This should fix the problem by load a empty background image.
Thanks @xtvjxk123456 for addressed this issue, https://github.com/huxingyi/dust3d/issues/6
This is mainly for resolving the baking time consuming issue when running in software OpenGL.
Compare to normal OpenGL which would only take seconds to bake, software OpenGL take minutes to bake a complex model.
Separating the baking phase would allow the user to export the result without baking.