If there isn't a major performance hit and the new behaviour is always preferable, it can just replace the dual quaternion skinning completely or there could be a menu to select between the two. Otherwise as far as I'm aware there isn't any need for interface code beyond what is already provided for dual quaternion skinning.
Potential mentors there are probably a couple of people who could mentor it (Sergey, Ton, Bastien, etc.) unfortunately with so little time left before proposals are due your best bet is likely to hang out on irc and see if any of them are available to chat. Tom M. LetterRip On Sun, Apr 2, 2017 at 3:58 PM, Natalevich Mikhail <[email protected]> wrote: > Good evening, Blender community. > > I have some questions regarding the project idea you proposed to me today > (implicit skinning method): > 1. How can it be integrated on the user-level? I can only see it as a > choice button, which method to use (or no button at all, only one method > available). > 2. Who could be my potential mentor? Maybe we should discuss with him other > questions? > 3. Here is my proposal draft, I would appreciate all advice and > improvements ( > https://docs.google.com/document/d/1pFg3cJGdafpA_ > qB68cAy9kMivfrAESq6rrb8k54DNMI/edit?usp=sharing), > especially on schedule part. > > Thank you in advance, > Michael Natalevich. > _______________________________________________ > Bf-committers mailing list > [email protected] > https://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] https://lists.blender.org/mailman/listinfo/bf-committers
