Code

History

  1. fixed build errors from jenkinsamantley committed 7 years agof8a74ef
  2. cleanup white spaceAngus Antley committed 7 years agoe1dfd7d
  3. reverted the scale optimization in animspline.cppamantley committed 7 years ago7119bc5
  4. adding ifdef for android osamantley committed 7 years agod6dfaac
  5. Merge remote-tracking branch 'origin/animSplineIK' into animSplineIKamantley committed 7 years agoaf38a40
  6. enabled/disable ik now works for the new animspline jsonamantley committed 7 years agoa04e6d5
  7. cleaned up some warningsAngus Antley committed 7 years agoa2ef7ed
  8. added new constructor for cubichermitespline that takes quat and vec3. this means we don't need computeSplineFromTipAndBase to be declared in multiple filesamantley committed 7 years ago61b019d
  9. whitespaceamantley committed 7 years agoffd374e
  10. changed the json reader to take an array not a string for the flex targetsamantley committed 7 years agod547d5b
  11. removed print statementsamantley committed 7 years agod174fb1
  12. added the interp for the possibility of extra flex coeffsAngus Antley committed 7 years agoe36877a
  13. removed clear mapamantley committed 7 years agofb0ad77
  14. got the spline working in myskeleton model, need to clean upamantley committed 7 years agoe2a729b
  15. starting the move of the initial head base spline to myskeletonmodelAngus Antley committed 7 years ago3994311
  16. disable mid joint when not valid. more work on this tomorrowamantley committed 7 years ago1919cc3
  17. chain ik debug draw works for spline nowamantley committed 7 years agodffd41e
  18. more cleaning, need to fix debug draw ik chainamantley committed 7 years agof17cfbc
  19. further cleaning, broke the armsamantley committed 7 years agoffd3a24
  20. cleaning up the _hipsIndex references, cleaning in generalamantley committed 7 years agof8bfef6
  21. changed the naming of the middle joint from secondary target to midJoint, also generalized the handling of the neck head rotation after the middle spline is updatedAngus Antley committed 7 years ago2679a3a
  22. got rid of the lag in the spline code by setting the flex coeffs to 1.0amantley committed 7 years agof2a7f37
  23. added the flex coeff for the primary and secondary spline targets to the jsonamantley committed 7 years ago446d7b9
  24. put all the hand update code in one function that works for two bone IK and legacy animInverseKinematics Ikamantley committed 7 years ago71df614
  25. added interp from enabled to disabled and vice versaamantley committed 7 years agobc63530
  26. adding the shoulder rotation back inamantley committed 7 years agoe7941f7
  27. added code to read tip and base var info from the jsonamantley committed 7 years ago37f92d2
  28. latest spline code with ik node removed started cleanupamantley committed 7 years agocdd0364
  29. got the spline arms and legs working without any inverse kinematic node in the json, using _withIKnode.jsonamantley committed 7 years agodbd03e2
  30. nearly have the arms legs and back working with out the ik nodeamantley committed 7 years ago8d88c62
  31. working on the two bone ik for the handsamantley committed 7 years ago3a2697f
  32. version with spline from Spine2 to headamantley committed 7 years ago7115796
  33. both head and spine2 spline to working in consecutive orderamantley committed 7 years ago4a6d5e4
  34. got the spine2 rotationa and the head spline workingamantley committed 7 years ago7777162
  35. implemented the splineIK in animSplineIK.cpp, todo: disable animinversekinematic.cppamantley committed 7 years agoe5b16ef