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**Describe the bug**
When I extract a textured, uv-unwrapped mesh, there appears to be an artifact which looks like a discontinuity in the mesh along the x and y axis. The mesh looks like it is sepa…
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### Godot version
4.1.3
### System information
Windows 11 - Godot 4.1.3 - Forward+
### Issue description
I was experimenting with using Blender's bendy bones for animation by copying the transfor…
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- import of points still read points in two phases
- inversion dialog, 'work dir' cutted even if there is plenty of space
- can not move inversion dialog, relatively to the main window
- meshlab pr…
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you use openvdb to do mesh offset. It is good. but the origin openvdb code can not preserve sharp features.
Do you have plans to optimize the code to keep sharp features?
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Being able to see a preview of the simplified mesh would be very useful to know how the mesh is looking while changing the decimation value.
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Skeletor is relying on Trimesh 's "remove_degenerate_faces()" to deal with degenerate faces, which will only remove faces composed of two vertices, as I understand it. Our neuron meshes are generated …
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It took about a week to figure this out as I am not as savvy as most of you when it comes to computers. After many attempts changing many of the python scripts I got it working and managed a small 39 …
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Could you please tell me which method you used for simplifying the mesh data to exact 1024 faces? I cannot find a tool or library to reduce the number of face to exact number like this.
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Hi, and first and foremost, thanks for the great work!
I checked out the repo and noted that the robots/urdf* folder is roughly 900 MB. This seems to be the case because of extremely high-resolution …
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First of all, thanks for this awesome tool. The way of importing neurons from neuPRINT is super straight forward. I was wondering if there is a similar method using the “Copy view URL to clipboard”…