Andrzej Kapolka
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41f73b5e9d
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Support for attaching models to joints.
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2013-10-23 15:16:29 -07:00 |
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Andrzej Kapolka
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a33c7ce20c
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More work on extracting rotations.
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2013-10-22 12:54:32 -07:00 |
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Andrzej Kapolka
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b5f2dcfa55
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Use the head position from the loaded skeleton, if available.
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2013-10-21 16:58:01 -07:00 |
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Andrzej Kapolka
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349f7b363a
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More work on custom skeletons.
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2013-10-21 16:14:38 -07:00 |
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Andrzej Kapolka
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7e174093e4
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Factoring the FBX model code out to a shared base class.
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2013-10-18 17:26:03 -07:00 |
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Andrzej Kapolka
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9ba3c3719f
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Working on skeleton loading, added support for FBX text format (exported by
Blender).
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2013-10-17 15:45:57 -07:00 |
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Andrzej Kapolka
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ba25087b3e
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Support for multiple mesh "parts" (with different materials), fix for
untextured meshes.
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2013-10-15 15:58:34 -07:00 |
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Andrzej Kapolka
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d06acdd169
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Per-pixel shading, material tweaks.
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2013-10-15 11:50:29 -07:00 |
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Andrzej Kapolka
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db30e729d4
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More work towards skinning.
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2013-10-14 16:46:17 -07:00 |
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Andrzej Kapolka
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cec0ee0b22
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Working on processing the cluster/skin information.
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2013-10-11 17:51:29 -07:00 |
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Andrzej Kapolka
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3448ceccd2
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Progress towards a spring-mass model.
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2013-10-07 17:25:46 -07:00 |
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Andrzej Kapolka
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b281facf45
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Remove references to ambient, use the requested alpha.
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2013-10-04 10:53:19 -07:00 |
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Andrzej Kapolka
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51c868fd28
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Apply (some) FBX material properties to rendered meshes.
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2013-10-03 18:12:58 -07:00 |
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Andrzej Kapolka
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5756733aef
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Load mapping and use it for offset, joint mappings, blendshape mappings.
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2013-10-03 14:03:01 -07:00 |
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Andrzej Kapolka
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3c3cf0b002
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Basic geometry sharing/texture loading.
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2013-10-01 10:50:09 -07:00 |
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Andrzej Kapolka
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d4c4cbc981
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Get the neck joint and position blend face relative to that.
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2013-09-30 13:15:59 -07:00 |
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Andrzej Kapolka
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f8d26f207d
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Include the local transforms from the FBX file when rendering meshes.
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2013-09-27 17:57:18 -07:00 |
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Andrzej Kapolka
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7ff5167bb7
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Read in the texture coordinates, too.
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2013-09-25 11:02:56 -07:00 |
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Andrzej Kapolka
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71ec6f75e5
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Move the eyeball meshes according to the lookat direction (not really visible
yet since the eyeballs have no textures).
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2013-09-24 18:57:37 -07:00 |
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Andrzej Kapolka
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452eb9be47
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Extract the pivot points from the limb nodes, make sure we extract the vector
elements in the right order.
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2013-09-24 16:50:38 -07:00 |
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Andrzej Kapolka
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fd41a075ed
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Added support for multiple blended meshes.
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2013-09-24 13:53:19 -07:00 |
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Andrzej Kapolka
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aa6eb7b3d8
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Render the "other" meshes as separate, static, white.
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2013-09-23 16:34:28 -07:00 |
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Andrzej Kapolka
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09fa782c61
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More work on FBX reading.
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2013-09-19 15:05:17 -07:00 |
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Andrzej Kapolka
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dfea69ab8f
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Basic FBX parser.
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2013-09-18 16:26:35 -07:00 |
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