Method | Description | |
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AutomaticRigging ( string modelPath, Assimp.Scene scene ) : void |
Generate weights and skeleton Nodes from Nothing. It takes a scene with a single model and generates inside a NodeArchitectures/Associated Bones/Vertex Weights
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AutomaticRiggingFromSkeleton ( string modelPath, Assimp.Scene scene, Assimp.Animation skeletalAnim, Assimp.Node rootSkeletalAnim ) : void |
Generate weights and skeleton Nodes from an assimp skeleton Node. However pinocchio does not looks to be very good with that Method. It takes a
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ChangeRiggingPath ( string projectPath ) : void | ||
ExportToPinocchioFormat ( string projectPath, Assimp.Animation anim, Assimp.Node rootNodeAnim, int i, int frameIndex ) : void |
Export a skeleton.out file that can be used by Pinocchio
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Rigging ( ) : System |
Method | Description | |
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AddVertexToBone ( Assimp.Scene mainScene, int vertexId, int boneId, float boneWeight ) : void |
Make a vertice dependent of a Bone
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BuildBones ( |
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BuildBonesWeight ( Assimp.Scene mainScene ) : void |
Creation of bone structure from the weight.out file 1) Initialize and build every bones (and associate them to a nodeAnim) 2) Associate Each Vertex inside the firstMesh to a Bone)
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BuildFrameAnimation ( Assimp.Animation anim, Assimp.Node rootNodeAnim, Matrix4x4 curMat, int frameIndex, string &result ) : string | ||
BuildNodesFromSkeleton ( string skeletonPathFile ) : Assimp.Node | ||
BuildPinocchioAnimation ( Assimp.Animation anim, Assimp.Node rootNodeAnim, int frameIndex ) : string | ||
InitTmpDirPath ( ) : void | ||
LaunchPinocchioBinary ( string modelPath, string exportedSkeletonPath ) : string |
A synchronous call to pinocchio
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StackMatrix ( Matrix4x4 parentMatrix, NodeAnimationChannel nodeAnim, int frameIndex ) : Matrix4x4 |
Stack a new matrix on the current one from information available inside the NodeAnimationChannels
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public AutomaticRigging ( string modelPath, Assimp.Scene scene ) : void | ||
modelPath | string | The original model Path |
scene | Assimp.Scene | The scene with the model |
return | void |
public AutomaticRiggingFromSkeleton ( string modelPath, Assimp.Scene scene, Assimp.Animation skeletalAnim, Assimp.Node rootSkeletalAnim ) : void | ||
modelPath | string | The original model Path |
scene | Assimp.Scene | |
skeletalAnim | Assimp.Animation | |
rootSkeletalAnim | Assimp.Node | |
return | void |
public ChangeRiggingPath ( string projectPath ) : void | ||
projectPath | string | |
return | void |
public ExportToPinocchioFormat ( string projectPath, Assimp.Animation anim, Assimp.Node rootNodeAnim, int i, int frameIndex ) : void | ||
projectPath | string | |
anim | Assimp.Animation | |
rootNodeAnim | Assimp.Node | |
i | int | |
frameIndex | int | |
return | void |