Age | Commit message (Collapse) | Author |
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This also adds a special Embedding option called "Peel Objects". This option makes the embedding snap consider objects as whole, taking the first and last hit of each of them to calculate the embedding point (instead of peeling with first/second, third/fourth and so on). This option is useful if you have mecanical pieces with lots of details (as single objects) and want to put bones in the middle (think of adding bones to a mecha, for example).
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graph subdivision methods.
Graph subdivision uses graph arc iterators.
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Just moving code to work home, nothing to see here.
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much more elegant way.
Remove yeh ol' primary symmetry axis flipping and replace by a smarter check on both armature and mesh arcs (works better for partial retargetting).
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prevent backtracking in different other functions
Better deal with chains starting with control bones
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Add option to hide node and arc indexes (for cleaner screenshots)
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Merge internal and external filtering in a single loop (solve problems caused by order of filtering)
Made graph length calculations work on cyclic graphs (it unrolls them)
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Retag subgraphs when merging, to prevent loops
Mark missing up link in multi resolution as NULL
Ignore hidden vertices when propagating weight between islands
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fix adjacency list inline instead of having to rebuild fully
reweight joined graphs properly
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Start multi resolution match from node, not arc (solve problem with Rinky)
various uglyness being cleaned up or factored out
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This is the begining of the simplification phase (meaning less parameters to mess up users)
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small appendages that don't correspond to anything on the armature).
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filtering)
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Better symmetry detection using subtree shapes instead of depth
Fix the bug with flipping arcs caused by internal filtering
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Better check for RigGraph head
Fix harmonic weighting for quads
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More refined symmetry grouping (can take care of tails properly) and better matching between symmetry groups (based on relative length of arcs)
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Removing a lot of duplicated code
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