Chris Robinson
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d8cb685543
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Interpolate keyframes when creating them
Probably not fully correct, but better than nothing.
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2012-07-21 18:03:01 -07:00 |
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Chris Robinson
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c5b9098517
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Remove an unused field from EntityList
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2012-07-21 17:09:16 -07:00 |
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Chris Robinson
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4bc93ecd1a
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Use the skeleton name for the main animation
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2012-07-20 11:09:05 -07:00 |
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Chris Robinson
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4210880c06
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Load the animation tracks into Ogre
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2012-07-19 21:46:16 -07:00 |
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Chris Robinson
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0986cd5962
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Get the animation controller target names
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2012-07-19 20:48:12 -07:00 |
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Chris Robinson
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c2acf47d88
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Store the list of keyframe controllers when building the bones
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2012-07-19 20:30:10 -07:00 |
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Chris Robinson
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f6c837468f
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Load the proper NIF skeleton
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2012-07-19 11:44:08 -07:00 |
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Chris Robinson
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e760219953
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Use a unique loader for each skeleton resource
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2012-07-19 11:36:36 -07:00 |
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Chris Robinson
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c9b1f72d81
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Use a case-insensitive compare for the part filter
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2012-07-18 22:31:07 -07:00 |
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Chris Robinson
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bd74ab027a
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Mirror left-sided parts
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2012-07-18 21:21:49 -07:00 |
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Chris Robinson
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4af1bce659
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Restore and fix some missing parts
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2012-07-18 20:14:23 -07:00 |
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Chris Robinson
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d9b64b77ec
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Attach skinned parts to the scene node instead of the named bone
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2012-07-18 18:38:55 -07:00 |
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Chris Robinson
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5154188110
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Allow specifying an alternate skeleton for mesh skinning
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2012-07-18 18:29:25 -07:00 |
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Chris Robinson
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626dcd54dc
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Store the skeleton name with the mesh resource loader instead of a flag
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2012-07-18 17:26:51 -07:00 |
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Chris Robinson
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04b244cf9e
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Use the mesh's skeleton to transform shapes into "bind pose" instead of the NIF nodes
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2012-07-18 17:18:21 -07:00 |
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Chris Robinson
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2890904fb5
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Use lowercase names for the mesh and skeleton resources
To reduce the risk of duplicates due to different capitalizations.
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2012-07-18 15:27:33 -07:00 |
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Chris Robinson
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e8ff304562
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Fix the initial normal vector for vertex fixups
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2012-07-18 12:53:45 -07:00 |
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Chris Robinson
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3b29d280b9
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Filter out skinned shapes that don't match the bone name
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2012-07-18 12:47:16 -07:00 |
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Chris Robinson
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db948969c9
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Attach NPC parts to the proper bone
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2012-07-18 11:14:13 -07:00 |
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Chris Robinson
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a32740cf5e
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Remove an unused parameter
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2012-07-17 22:41:26 -07:00 |
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Chris Robinson
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b04c3cbcac
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Store the entities' root node in the EntityList
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2012-07-17 21:42:47 -07:00 |
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Chris Robinson
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1c544682d5
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Stub handling for NiTextKeyExtraData to suppress some spam
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2012-07-17 16:45:01 -07:00 |
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Chris Robinson
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496343b714
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Use the proper member for the NIF type string
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2012-07-17 16:36:43 -07:00 |
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Chris Robinson
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3efd2030e2
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Create entities when loading NIFs for creatures
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2012-07-17 14:11:07 -07:00 |
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Chris Robinson
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3dedac5cb1
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Create mesh entities for objects when loading the NIF
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2012-07-17 13:40:03 -07:00 |
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Chris Robinson
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93f0043afc
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Set the mesh's attach point as the NiTriShape's node
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2012-07-17 10:04:21 -07:00 |
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Chris Robinson
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65c20f128f
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Build bones for non-NiNode nodes (NiTriShapes, etc)
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2012-07-16 21:18:33 -07:00 |
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Chris Robinson
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fefbf86531
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Use Ogre's matrix ops to transform normals
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2012-07-16 14:30:23 -07:00 |
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Chris Robinson
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bf26f029f9
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Fix some skinning-related transformations
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2012-07-16 13:47:19 -07:00 |
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Chris Robinson
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df76c324a4
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Handle the MRK text string marker
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2012-07-16 13:34:56 -07:00 |
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Chris Robinson
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12f1785882
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Use default bone names for duplicate names
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2012-07-16 11:43:16 -07:00 |
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Chris Robinson
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75ce10c580
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Don't load data for hidden meshes
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2012-07-16 11:31:45 -07:00 |
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Chris Robinson
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ad75b47472
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Build and set up a skeleton for meshes
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2012-07-15 19:07:31 -07:00 |
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Chris Robinson
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b1f7fd9f7b
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Pre-transform the mesh vertices when there's no skinning or skeleton
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2012-07-15 17:00:27 -07:00 |
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Chris Robinson
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441a5c2da2
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Load NiTriShapes into Ogre meshes
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2012-07-15 14:12:12 -07:00 |
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Chris Robinson
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3029c221ef
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Create materials when creating meshes
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2012-07-15 12:59:39 -07:00 |
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Chris Robinson
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9028cfe83c
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Look for the NiTriShape when the mesh resource wants to load
It's still not loaded yet.
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2012-07-15 12:02:47 -07:00 |
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Chris Robinson
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69ed73399a
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Avoid exposing the NIF mesh resource loading class
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2012-07-15 11:40:48 -07:00 |
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Chris Robinson
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300730a834
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Create the skeleton resource from NIFs
Note they are not loaded yet.
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2012-07-15 11:13:48 -07:00 |
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Chris Robinson
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6a447c88fb
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Create meshes from the NiTriShapes in the NIF.
This doesn't actually load them yet. It's also very slow for certain NIFs.
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2012-07-15 06:45:21 -07:00 |
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Chris Robinson
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939d0d2fc5
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Return a list of meshes and the skeleton from NIFLoader::load
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2012-07-13 20:01:15 -07:00 |
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Chris Robinson
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fdfe40a55a
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Use a different loader object for each NIF mesh
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2012-07-13 13:41:08 -07:00 |
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Chris Robinson
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386ac56bda
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Remove the NIF loader and code to manually transform the vertices
This currently breaks just about everything. They should come back as it's all
reimplemented, though.
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2012-07-12 20:12:18 -07:00 |
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Chris Robinson
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3f11b6b1ae
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Cleanup a couple unneeded misc component references
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2012-07-12 12:01:11 -07:00 |
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Chris Robinson
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86b37c6c11
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Move the velocity out of the transformation object
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2012-07-12 11:21:52 -07:00 |
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Chris Robinson
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645b507ba0
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Return a reference to the RecordPtr from operator[] for consistency
RecordListT is supposed to be a list of RecordPtrT objects.
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2012-07-12 05:37:56 -07:00 |
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Chris Robinson
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348b5fa207
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Merge remote branch 'zini/master' into nif-cleanup
Conflicts:
components/nifbullet/bullet_nif_loader.cpp
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2012-07-10 06:16:16 -07:00 |
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Chris Robinson
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ca37706b34
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Use Ogre types for Matrix and Vector objects
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2012-07-10 02:38:35 -07:00 |
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Chris Robinson
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98ae7168b1
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Fix double-incrementing a pointer
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2012-07-10 00:24:18 -07:00 |
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Chris Robinson
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b3aa453f9a
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Use Ogre data streams for loading NIFs
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2012-07-09 22:02:12 -07:00 |
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