Brecht Van Lommel
373f91c8b1
Bone Heat Weighting
...
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This is a new automatic vertex weighting method, next to the existing
envelope based method. The details are here:
http://www.blender.org/development/current-projects/changes-since-244/skinning/
This is based on section 4 of the paper:
"Automatic Rigging and Animation of 3D Characters"
Ilya Baran and Jovan Popovic, SIGGRAPH 2007
Implementation Notes:
- Generic code for making mesh laplacian matrices has been added, which
is only used by bone heat weighting at the moment.
- Bone to vertex visibility checking is done with the raytracing code.
- Fixed an issue in the subsurf limit calculation function, where the
position of vertices on boundary edges was wrong. It is still not the
correct position, but at least it's in the neighbourhood now.
2007-07-28 14:04:02 +00:00
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