- User Since
- Apr 15 2010, 7:46 AM (487 w, 3 d)
Apr 26 2016
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.
Feb 22 2016
Apr 17 2015
Great! Glad to hear it.
Apr 16 2015
Dmitry: I just pushed changes that should fix all of your problems. Can you confirm this?
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 15 2015
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.
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.
A more robust fix has been pushed for handling bones with different rotation_mode values.
Apr 14 2015
Sergey: Thanks for bringing this to my attention!
Feb 18 2015
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 17 2015
Sergey: Thanks for bringing this to my attention.