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[MeshUtility] 非原点 SkinnedMeshRenderer まわりの修正 #2188

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merged 6 commits into from
Dec 11, 2023

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ousttrue
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@ousttrue ousttrue commented Dec 11, 2023

#2119 (非原点 SkinnedMeshRenderer Weightあり・なし) の修正と、発見されたバグの修正

  • FirstPerson 設定が無くても動くように renderer を収集
  • freeze 後に avatar を作り直すと姿勢が崩れる問題の workaround
  • integration の boneweight が無かった(typo)

@ousttrue ousttrue added the mesh label Dec 11, 2023
@ousttrue ousttrue added this to the v0.116 MeshIntegration milestone Dec 11, 2023
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@Santarh Santarh left a comment

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Freeze のネーミングに対してどっちだろう?となりました。

@@ -9,6 +9,11 @@ namespace UniVRM10
{
public class Vrm10MeshUtility : UniGLTF.MeshUtility.GltfMeshUtility
{
public Vrm10MeshUtility()
{
FreezeRotation = true;
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@Santarh Santarh Dec 11, 2023

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この場合の Freeze ってどちらの操作を指すのでしょう?

自分の印象としては Freeze は Bake の同義語で「回転成分を正規化する」ように思えました。
実際は逆?

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Freeze = Bake であってます。
現状、FreezeRotation = false の実装が無いので、とりえあず。
FreezeRotation = false の場合、bake 後に回転を復旧する的な作業が必用で重い。
次以降のバージョンで実装します・・・

rotation scale
vrm-0.xの正規化。できる
TODO
実装しない
何もしない

bool 2つは変えようと思った。

@ousttrue ousttrue merged commit 9c0e395 into vrm-c:master Dec 11, 2023
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@ousttrue ousttrue deleted the fix_integration_group branch January 24, 2024 06:18
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2 participants