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Git Commits -> Revision 1f65b3b

Revision 1f65b3b by Mitchell Stokes (master)
July 26, 2011, 06:10 (GMT)
BGE Animations: Adding a new choice for vertex deformation for armatures, which can be found in the Armature's Skeleton panel by the Deform options. Before only Blender's armature_deform_verts() was used. Now users can choose a vertex deformation function that is optimized for the BGE. At the moment it is mostly a copy of armature_deform_verts() with various chunks of code removed, and the BLI_math code was replaced with Eigen2. In my test scene, the new function offered about a 40% improvement over armature_deform_verts() (17~19ms rasterizer to 11~12ms). The only current limitation that I'm aware of if that B-Bone segments are not supported in the BGE version, and I will probably leave it out. I would like to also limit the BGE version to 4 weights to make things easier for a GPU version, but this may just make things slower (sorting weights to find the top 4).

Commit Details:

Full Hash: 1f65b3b1a8f5ccc54a794ed0d6f8cf2d3e2c5a36
SVN Revision: 38719
Parent Commit: 1e0e0ff
Lines Changed: +149, -21

10 Modified Paths:

/release/scripts/startup/bl_ui/properties_data_armature.py (+3, -0) (Diff)
/source/blender/makesdna/DNA_armature_types.h (+9, -1) (Diff)
/source/blender/makesrna/intern/rna_armature.c (+11, -0) (Diff)
/source/gameengine/Converter/BL_ArmatureObject.cpp (+4, -2) (Diff)
/source/gameengine/Converter/BL_ArmatureObject.h (+5, -1) (Diff)
/source/gameengine/Converter/BL_BlenderDataConversion.cpp (+3, -1) (Diff)
/source/gameengine/Converter/BL_SkinDeformer.cpp (+109, -16) (Diff)
/source/gameengine/Converter/BL_SkinDeformer.h (+3, -0) (Diff)
/source/gameengine/Converter/CMakeLists.txt (+1, -0) (Diff)
/source/gameengine/Converter/SConscript (+1, -0) (Diff)
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