It's very easy to place the wrong side limbs on the pose graphic editor, especially when the reference sheet is not clear. Switch chain side will switch the YZ for the paired chain which contains the selected node. For example, if you select one node from LeftLimb1, and choose the switch chain side from context menu, all the bones, has the name pattern LeftLimb1_Joint* and RightLimb1_Joint*, the YZ of origin will be swapped.
Usually one pose consists of one frame, however, sometimes multiple frames per one reference sheet for a serial of action could be very useful, such as a sprite sheet. Multiple frames per pose is different with one motion, one motion could contains multiple poses. Currently, the duration of one frame is fixed to 0.042s, it's based on the 24 frames per second calculation.
Each bone's head and tail positions are been kept in the pose parameters, that means there are repeated info and we can resolve the bone's head position from parent's tail position if there isn't any positions info been kept for one bone.
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.
Limb bones generation failed when two mark joints sit near with each other, because resolving the joint bone's connectivity failed on finding the first neighbor.
This commit fixs this issue by trying to find a nearest joint node.
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.
Before we use a tricky way to share mouse event between model render widget and model edit widget, which forward the event from render widget to edit widget. This will cause some problem, such as the scroll bar of edit widget would not work when it covered by the render model.
Now the mouse event is totally disabled in the render widget, and when there is a need we forward it from edit widget.
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 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.