Hi, what happened to this? Very interested in having this implemented. Daniel Salazar patazstudio.com
On Sun, May 3, 2015 at 5:39 AM, Brecht Van Lommel <[email protected]> wrote: > Hi, > > On Sun, May 3, 2015 at 12:38 PM, Gaia <[email protected]> wrote: >> 1.) Both algorithms work by first calculating an initial set of weights for a >> given skin/skeleton combination, then this initial set is smoothed by >> applying a diffusion equation. >> 2.) Bone heat and Bone glow differ "only" in the way how they calculate >> the initial set of weights. The following diffusion calculation is the same >> for both. > > That seems right. > >> meshlaplacian.c (line 624): heat_bone_weighting() >> >> I understand it like this: >> >> 654-678 Mask for only working on selected vertices/bones >> 680-700 Initial setup of the data for the calculations >> 701-720 clear all weights from weight groups >> 731 This seems to be where "everything" happensin one step >> 732-776 copy the calculated weights to the vertex groups >> >> I believe that i "only" have to modify what happens in line 731, but >> my problem is how can i change what happens in that function? > > The linear system is solved at line 731, but it's only the > construction of the system that needs to change. > > You need to modify heat_set_H where the values heat.H and heat.p are > computed, these correspond to the H and p in the original and new > paper. At lines 726-728 these values are set into the right hand side > of the linear system. The heat_source_closest test there may also need > to change if visibility is no longer a binary value. > > Brecht. > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
