QtMeshEditor 3.24.0
This release turns AI mesh segmentation into real authoring, adds gradient‑ramp vertex paint, and improves text‑to‑motion generation.
✨ PartOps — AI segmented parts → real submeshes (#859)
Turn a single fused character mesh into named per‑part submeshes — head, torso, left_arm, right_arm, left_leg, right_leg — in one click.
- GUI: Object mode → Inspector → "Split into Parts (AI)". "AI assisted" (ONNX model) on by default, with a deterministic geometric/rig‑prior fallback. Undoable (Ctrl+Z restores the fused mesh).
- CLI:
qtmesh segment character.fbx --split-parts -o parts.fbx(plus--write-labels labels.json,--no-model). - MCP:
split_mesh_by_segments. - Boundary vertices are duplicated so parts are independent; normals, UVs, colours, tangents, and — for skinned meshes — the skeleton + bone weights are preserved, so split characters stay riggable. Part names round‑trip through FBX and show in the Scene tree. FBX keeps the per‑part submesh boundaries; glTF coalesces same‑material parts.
🎨 Gradient ramp paint brushes (#544)
Vertex‑paint with multi‑stop gradient ramps — paint smooth colour transitions across a surface instead of a single flat colour.
🕺 Text‑to‑motion improvements (#838)
- Curated CMU motion library with an Animation picker for choosing the source clip.
- Locomotion facing/orientation cull gates, so generated walks/runs face and travel the right way instead of drifting or moon‑walking.
🛠️ Packaging & CI
- Bundle Qt Multimedia into the Linux
.deband Docker runtime (fixes a missing‑dependency launch failure). - CI hygiene: SonarCloud scan skipped on Dependabot PRs; scanner action bump.
Full workflow docs live in the in‑repo CLAUDE.md and the qtmesh --help CLI. Cross‑platform: Windows, Linux, macOS.