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Chris Foster (kiravakaan)
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User Since
Apr 15 2010, 7:46 AM (487 w, 3 d)

Recent Activity

Apr 26 2016

Chris Foster (kiravakaan) added a comment to T48280: .wav file in VSE does not seek.

The following patch solves the issue. For whatever reason, loading the file with libsndfile does not report the file as "seekable", thus failing a check before seeking. Considering that the reader's seekability isn't checked for anywhere else, it seems safe to remove this check.

Apr 26 2016, 10:26 PM · BF Blender
Chris Foster (kiravakaan) created T48280: .wav file in VSE does not seek.
Apr 26 2016, 10:20 PM · BF Blender

Feb 22 2016

Chris Foster (kiravakaan) committed rBA2842b37eb86b: Clean whitespace. (authored by Chris Foster (kiravakaan)).
Clean whitespace.
Feb 22 2016, 8:26 AM
Chris Foster (kiravakaan) committed rBA7b4471e62074: Reduce reallocations by using lists instead of tuples. This yields massive… (authored by Chris Foster (kiravakaan)).
Reduce reallocations by using lists instead of tuples. This yields massive…
Feb 22 2016, 8:26 AM
Chris Foster (kiravakaan) committed rBAbdb3dd8ab34e: Was writing an extra semicolon in the material indices. (authored by Chris Foster (kiravakaan)).
Was writing an extra semicolon in the material indices.
Feb 22 2016, 8:26 AM

Apr 17 2015

Chris Foster (kiravakaan) closed T44314: Exported animation is not accurate when using DirectX Exporter as Resolved.

Great! Glad to hear it.

Apr 17 2015, 3:42 AM · Add-ons

Apr 16 2015

Chris Foster (kiravakaan) added a comment to T44314: Exported animation is not accurate when using DirectX Exporter.

Dmitry: I just pushed changes that should fix all of your problems. Can you confirm this?

Apr 16 2015, 6:32 PM · Add-ons
Chris Foster (kiravakaan) added a comment to rBAf63d9de38b7e: DirectX format, use matrix_basis for the original rotation.

Indeed, that would be a good solution. In the mean time, I've done basically that, flipping quaternions if they're more than 180 degrees away from the previous frame's. Overall, a much cleaner solution.

Apr 16 2015, 6:27 PM
Chris Foster (kiravakaan) committed rBAdafc79fbb0ca: More elegant solution to the rotation aliasing issue. Also fixes Inherit… (authored by Chris Foster (kiravakaan)).
More elegant solution to the rotation aliasing issue. Also fixes Inherit…
Apr 16 2015, 6:24 PM

Apr 15 2015

Chris Foster (kiravakaan) added a comment to T44314: Exported animation is not accurate when using DirectX Exporter.

I've fixed the Inherit Rotation issue, I believe. However, Campbell had an issue with how I resolved the first problem and reverted it, making a different change. I'll push my fix for the second issue when this gets resolved.

Apr 15 2015, 5:26 PM · Add-ons
Chris Foster (kiravakaan) raised a concern with rBAf63d9de38b7e: DirectX format, use matrix_basis for the original rotation.

The reason that rotation_quaternion was used instead of matrix_basis.to_quaternion() is that quaternions generated by converting this matrix cannot be interpolated between.

Apr 15 2015, 4:43 PM
Chris Foster (kiravakaan) added a comment to T44314: Exported animation is not accurate when using DirectX Exporter.

A more robust fix has been pushed for handling bones with different rotation_mode values.

Apr 15 2015, 5:08 AM · Add-ons
Chris Foster (kiravakaan) committed rBAe66cdc9f40ef: Fix for exporting animation on armature bones that have keys for a… (authored by Chris Foster (kiravakaan)).
Fix for exporting animation on armature bones that have keys for a…
Apr 15 2015, 5:06 AM

Apr 14 2015

Chris Foster (kiravakaan) added a comment to T44314: Exported animation is not accurate when using DirectX Exporter.

Sergey: Thanks for bringing this to my attention!

Apr 14 2015, 10:39 PM · Add-ons

Feb 18 2015

Chris Foster (kiravakaan) closed T43683: Export DirectX(.X) The number of Vertex does not accord. as Resolved.
Feb 18 2015, 2:30 AM · Add-ons
Chris Foster (kiravakaan) added a comment to T43683: Export DirectX(.X) The number of Vertex does not accord..

Considering that the duplicated vertices occupy the exact same location, the mesh will appear as it does inside Blender. The intent was never to provide exact parity between Blender and the .X format, but "as close as possible". Exact parity between the two is impossible, and if you require it (or at least greater parity), use a different format.

Feb 18 2015, 2:28 AM · Add-ons

Feb 17 2015

Chris Foster (kiravakaan) added a comment to T43683: Export DirectX(.X) The number of Vertex does not accord..

Sergey: Thanks for bringing this to my attention.

Feb 17 2015, 3:36 PM · Add-ons