Commit Graph

5 Commits (d734f5d84410f7468acf07028faf8eac631b4615)

Author SHA1 Message Date
Jeremy Hu 287d3f4d2e Rewrite rig generator
Before this commit, the body parts are segmented by face connectivity. In this commit, the body parts are segmented by nodes connectivity. Disconnected nodes are combined before segmentation at the endpoint from the nearest neighbor parts’ node.
2020-02-09 20:42:14 +09:30
Jeremy Hu 1543c1a6c7 Fix rig
Improve the quality of main body resolving.
2018-11-07 16:02:55 +08:00
Jeremy Hu 2c8975b1cd Unify rig type of generic and tetrapod as animal
Marks also reduced to four types: Neck, Limb, Tail and Joint.
2018-11-07 00:26:19 +08:00
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 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