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Would dual quaternions be a useful addition to this library? I would be willing to write the code for them.
Edits:
Code is [here](https://github.com/stefnotch/gl-matrix)
Documentation: https://s…
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Thank you and congratulations to @powroupi and to @lordscales91 for your excellent work in debugging mmd_tools. I am trying to make a list of features of mmd_tools, so if someone can please review thi…
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Linear blended skinning has implemented, so i will implement dual quaternion blend skinning and optimzied center of rotation skinning.(https://www.disneyresearch.com/publication/skinning-with-optimize…
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Not really a highly needed feature, but with OpenGL 2.0 ES as the new rendering target, an WebGL and/or Android port would seem feasible too.
Any plans for this?
poVoq updated
7 years ago
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In case of DualQuaternion inverseBindDQs are required (Matrix2x4) and can be supplied via extension.
A mesh can be exported with inverseBindMatrices/DQs pre-applied, hence neither of the two would be …
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Is there a roadmap for the project?
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Hi,
I'm new to the animation manipulation thing. My understanding of skinning is to blend the connecting vertices' associated rigid matrix. (since the warping vertex is close to the nearest vertices,…
mxgbs updated
7 years ago
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When trying to update https://github.com/pistondevelopers/skeletal_animation, the old version uses:
```
u_skinning_transforms@ u_skinning_transforms: gfx::handle::RawBuffer,
```
This is a uniform bu…
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Using this plugin always leading to following error in GitLab CI:
> Liquid Exception: invalid byte sequence in US-ASCII in _layouts/redirect.html
GemFile Contains:
> gem 'jekyll-redirect-from…
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```
http://developer.download.nvidia.com/SDK/10.5/direct3d/samples.html
```
Original issue reported on code.google.com by `tangyin...@gmail.com` on 18 Nov 2011 at 3:43