On 14.09.2015 09:36, Daniel Salazar - patazstudio.com wrote: > 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
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