Initial commit
WIP English translation for bone transformations added
Translation WIP part 2, also updated some PMXBone attribute names to improve translation accuracy
-Cleaned up the code, placing a lot of functionality into separate header files
-Made pmxInfo, vmdInfo more local (no more global/liberal usage)
-Converted non-UTF8 readme/license files to UTF8
A ton of work, absolutely no progress
More fruitless work.
I am positive the issue is the Skin Transformation Matrix (aniMatrix or setBoneToFrame()
However, even after spending a full entire day dedicated to fixing this issue, and becoming very familiar with all the concepts involved,
I'm still unable to fix it orz
More fruitless work yay
-New VertexData container, 1D array (Memory alignment is correct)
-More robust/backwards compatible vertex shader
-Moved model/motion files into 'data' folder
Improved PMX texture loading (folder name is pulled from readPMX() file arguments)
-More progress towards Bone posing
-Shaders/Program supports OpenGL 3.2+
-Series of small and/or temporary fixes/changes for Windows support:
--C-precompiler #ifdef used for UTF16-related code
--All large arrays allocated to heap
-Addition of application icon (miku.png)
Bone transformation partially working (works 100% with individual bones)
WORKING BONE POSING --- YES!!!!!!!!!!!!!!!
-Added small documentation on VMD bezier parameters
-Gave variable names to bezier parameters in vmd.h
-Initial work on IK bone transformation (incomplete)
-Moved Bone transformations to motioncontroller.cpp
-Slerp interpolation b/w keyframes (need to do bezier eventually)
-Work towards IK Bones (incomplete)
-Fixed bug in Slerp interpolation; Slerp now gives the shortest angle to dest.
-Switch to Autotools (yay!)
-Bullet Physics support (yay!)
-Initial 0.1 alpha release (yay!)
-Fixed README typos
-Removed local model/motion files from repository (You'll have to find your own to use for testing, sorry)
-small fixes before 0.1alpha release
delete symbolic links