Commit Graph

6 Commits (d72738feb1244067bcbe60c477d2f11c77fd7836)

Author SHA1 Message Date
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