Age | Commit message (Collapse) | Author |
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to avoid breaking existing content.
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face root, and alt eyes animate along with the original eyes inside the LLHeadRotMotion code.
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investigation
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names defined
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Having a joint offset for mPelvis is still a bad idea, but it won't cause as much flickering now.
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so the actual scale values are fabricated at run-time based on the joint name)
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import. dae_tool.py work to enable joint offset tweaking.
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mesh-imposed override in place.
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enable nose, eye slider controls. Increased max joint count.
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renders distorted.
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utility happier
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valid joint num values. Also reduced log spam slightly.
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run-time configurable via debug setting DebugAvatarJoints
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rendering display to show bones.
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avatar_skeleton.xml.
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joints per mesh to 110. Also fixed some uninitialized members of LLModelLoader.
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ones when not being rendered.
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of functionality, still needs more cleanup.
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software skinning.
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to 48 and added some debugging.
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