Code

History

  1. Change NO_PARENT_INDEX to INVALID_JOINT_INDEX.Kalila L committed 5 years ago0e03ecc
  2. Change -1 to NO_PARENT_INDEX.Kalila L committed 5 years ago4276ea2
  3. Revert commit 359248829c using -m 1 to temporarily fix issue 383.Kasen IO committed 6 years ago21fd10d
  4. Fix code style / remove cruftsabrina-shanman committed 6 years ago516debd
  5. Fix build warningssabrina-shanman committed 7 years ago4e0db5d
  6. Merge pull request #16397 from sabrina-shanman/instancing_skinningSabrina Shanman committed 7 years ago6db993f
  7. New skinning for GLTFsabrina-shanman committed 7 years agoca16437
  8. Address warnings and comments from reviewSam Gateau committed 7 years agoa95a4b5
  9. Clening up left over comments and typos, simplify the code to update Matrices in the model classes and removed renderITemsIdMap because not needed, chasing the problem of the physics objects transformSam Gateau committed 7 years ago695b9cd
  10. FOund the issue why the skinning was incorrect, removed unecessary data structures in the newly added objects and renamed Deformer to SkinCluster and DYnamicTransform to SkinDeformerSam Gateau committed 7 years agoeecaeb1
  11. the clusterMatrices should be working, but n skin index and weights are assigned yetSam Gateau committed 7 years ago05ac9ae
  12. resolved conflict with master in AnimClip.cppamantley committed 7 years agoa11c4bf
  13. This pr addresses two issues related to avatars that have parents joints above their hip joints. First on the IK side this prevents parent joints from being included in the accumulators in AnimInverseKinematics. Second in AnimClip the boneLengthScale now takes into account translation and scale on these extra parent joints.amantley committed 7 years ago217145f
  14. code review feedbackAnthony Thibault committed 7 years ago82b2050
  15. Fix for case when animated joints are missing from the target avatar skeletonAnthony Thibault committed 7 years ago9a2bd87
  16. Merge pull request #14802 from sabrina-shanman/hfm_prep_jointsSabrina Shanman committed 7 years agobaf72ea
  17. Make AnimSkeleton::getParentIndex() more cache coherentAnthony Thibault committed 7 years agoa959d69
  18. Realize joint properties isFree and freeLineage are unused, so tear them outsabrina-shanman committed 7 years ago203e8e2
  19. Bug fix for avatars that have mesh/joint name duplicatesAnthony Thibault committed 7 years ago5146f3d
  20. mapped the model joint names to hifi compliant joint names in FBX serializeramantley committed 7 years agoedab74c
  21. changed comment and cleaned up variable name in getJointNameamantley committed 7 years agoad77720
  22. removed unnecessary mirror joint code and cleaned up whitespace in rig.cppamantley committed 7 years ago579e2dd
  23. removed unnecessary iteration of the joint name mapping in AnimSkeleton.cppamantley committed 7 years agofb7b503
  24. cleaned up whitespace and removed debug printsamantley committed 7 years ago26fc53e
  25. we can now handle missing joints and extra jointsamantley committed 7 years ago746c5ed
  26. fixed mirroring helper functions contains left and contains rightamantley committed 7 years agoa488364
  27. remapping is now able to work remains to clean up code and check for gotchas from old fst codeamantley committed 7 years ago572cdcd
  28. debugging name mapping codeamantley committed 7 years ago1fd0310
  29. added getter for the orginal cluster bind matrix values in AnimSkeletonamantley committed 7 years agoc8cd65c
  30. started cleanup of pramantley committed 7 years ago80ebde1
  31. added the hook to put the copy of the mutated bind poses into tthe skeletonamantley committed 7 years ago8256c65
  32. removed more cruftamantley committed 7 years agoa8d7b05
  33. cleaned up white spaceamantley committed 7 years agoc80ade9
  34. joint offsets working. reset working. to do: handling extra jointsamantley committed 7 years agof83edf4
  35. adding the member variable to keep track of the orig bind matrices to fbx.hamantley committed 7 years agobcd651a