| bio | website | |
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| age | ||
| visits | member for | 2 years, 3 months |
| seen | Apr 26 at 17:34 | |
| stats | profile views | 52 |
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Apr 25 |
awarded | Popular Question |
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Mar 5 |
asked | Can I use DllImport/PInvoke in libraries loaded as Assets in Unity Free? |
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Feb 20 |
awarded | Popular Question |
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Feb 12 |
awarded | Yearling |
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Jan 2 |
comment |
What would be a good filter to create 'magnetic deformers' from a depth map? SamHocevar, this question was about fitting only - you have a mesh thats slightly smaller than the character it is meant to fit, so the mesh is adjusted accordingly. The depth field implementation was chosen for performance reasons, the deformers were chosen because of that approaches ability for feature preservation. |
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Jan 2 |
comment |
What would be a good filter to create 'magnetic deformers' from a depth map? Gajoo, Imagine if the shape wrapped around the mesh, moving it in one direction would cause it to only further intersect the shape on the other side - though indeed that is what the deformers are doing, just little bits of the shape at a time. |
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Jan 2 |
revised |
What would be a good filter to create 'magnetic deformers' from a depth map? added 1114 characters in body |
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Dec 30 |
answered | How can I use multiple meshes per entity without breaking one component of a single type per entity? |
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Dec 25 |
awarded | Popular Question |
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Nov 12 |
awarded | Nice Answer |
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Oct 15 |
accepted | Explicit resource loading in Ogre (Mogre) |
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Oct 15 |
comment |
Explicit resource loading in Ogre (Mogre) Nice find! Thanks :) |
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Oct 15 |
accepted | What is a simple deformer in which vertices deform linearly with control points? |
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Oct 15 |
comment |
What is a simple deformer in which vertices deform linearly with control points? Great answer! This is how I ended up doing it, with the exception that the vertices of the tetrahedra moved independently (perhaps you meant the same, and I misunderstood the part about the translation of every vector by -v0) in my control mesh. I should also say for anyone interested, the weights are just the normalised distances of 'p' from v0 to v3 (i.e. the weight is the proportion of that relationship to the sum of the distances). The results are high quality and this method does everything I require esp. in my key area of feature preservation. |
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Sep 5 |
awarded | Nice Question |
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Aug 20 |
comment |
How does one escape the GPL? @MSalters, See point 2. |
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Aug 20 |
comment |
How does one escape the GPL? @TRiG, Evan - Right, Thank you both. I have corrected & clarified that section. (The GNU FAQ disagrees with your last point however Evan! gnu.org/licenses/…) |
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Aug 20 |
revised |
How does one escape the GPL? added 51 characters in body |
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Aug 20 |
revised |
How does one escape the GPL? added 14 characters in body |
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Aug 19 |
awarded | Nice Answer |