USD: Skeleton and blend shape import #110912

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Michael Kowalski merged 38 commits from makowalski/blender:usdskel_import into main 2023-08-17 20:11:58 +02:00
1 changed files with 6 additions and 5 deletions
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@ -752,12 +752,13 @@ void import_skeleton(Main *bmain,
skel.GetPath().GetAsString().c_str());
}
/* Scale bones to account for separation between parents and
* children, so that the bone size is in proportion with the
* overall skeleton hierarchy. USD skeletons are composed of
* joints which we imperfectly represent as bones. */
/* Set bone parenting. In addition, scale bones to account
* for separation between parents and children, so that the
* bone size is in proportion with the overall skeleton hierarchy.
* USD skeletons are composed of joints which we imperfectly
makowalski marked this conversation as resolved Outdated

I think this can be const.

I think this can be const.
* represent as bones. */
/* First, record the child bone indices per parent bone,
/* This will record the child bone indices per parent bone,
* to simplify accessing children when computing lengths. */
std::vector<std::vector<int>> child_bones(num_joints);