Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
removed no-longer-needed LLJoint::mId field
|
|
|
|
|
|
|
|
|
|
|
|
one will take precedence
|
|
to avoid breaking existing content.
|
|
face root, and alt eyes animate along with the original eyes inside the LLHeadRotMotion code.
|
|
investigation
|
|
names defined
|
|
Having a joint offset for mPelvis is still a bad idea, but it won't cause as much flickering now.
|
|
|
|
so the actual scale values are fabricated at run-time based on the joint name)
|
|
|
|
import. dae_tool.py work to enable joint offset tweaking.
|
|
mesh-imposed override in place.
|
|
|
|
|
|
|
|
enable nose, eye slider controls. Increased max joint count.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
renders distorted.
|
|
|
|
utility happier
|
|
valid joint num values. Also reduced log spam slightly.
|
|
|
|
run-time configurable via debug setting DebugAvatarJoints
|
|
|
|
|
|
|
|
|
|
rendering display to show bones.
|
|
|
|
avatar_skeleton.xml.
|
|
|
|
|
|
|
|
joints per mesh to 110. Also fixed some uninitialized members of LLModelLoader.
|
|
|
|
ones when not being rendered.
|