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iFacialMocap support and some VRM fixes. #215
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1ef3d2e
Allow replacing GDExtension while running (still requires restart)
lyuma 199d327
A few VRM fixes. Speed up import using uncompressed instead of basis.
lyuma f4ce280
Adjust default roll ofset to make elbows point down instead of up.
lyuma 0bb93a2
Set default port for IFM
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Original file line number | Diff line number | Diff line change |
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@@ -7,5 +7,7 @@ | |
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# 3D models | ||
**/*.glb | ||
**/*.glb.import | ||
**/*.vrm | ||
**/*.vrm.import | ||
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Original file line number | Diff line number | Diff line change |
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@@ -6,7 +6,11 @@ echo "Updating git submodules" | |
git submodule update --init --recursive --remote | ||
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echo "Building rust lib" | ||
mv libvpuppr/target/debug/deps/libvpuppr.dll libvpuppr/target/debug/deps/libvpuppr.dll.bak || true | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. the backup files don't appear to be restored on error, so I think it would be better to just let the script error out. In general, I think just letting the script throw an error is more optimal during development There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I used a bad filename. it's not really bak as in backup, but rather trash or deleteme. Actually, maybe we should simply delete the old files instead of renaming. I'll see if that works. |
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mv libvpuppr/target/debug/libvpuppr.dll libvpuppr/target/debug/libvpuppr.dll.bak || true | ||
python libvpuppr/build.py --debug | ||
rm -f libvpuppr/target/debug/deps/libvpuppr.dll.bak || true | ||
rm -f libvpuppr/target/debug/libvpuppr.dll.bak || true | ||
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echo "Copying gdextension files" | ||
cp libvpuppr/libvpuppr.gdextension . | ||
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marker3ds aren't needed since all the needed ik targets are generated and managed by libvpuppr
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yeah it didn't help at all. I was experimenting with adding extra nodes so that the various IK points can be controlled manually in the inspector. I think this change isn't that helpful and so I might revert it. I'll split up these changes into separate PRs.