Silc Lizard (Tokage) Renew

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ousttrue 氏の最初の方のコメントで少し示唆されていますが、ガイドライン側で解決するというのが最も良いように思えます。 Humanoid 外のボーンアニメーションの回転値には手を加えず、 https://qiita.com/TokageItLab/items/beaf219762e1e34a6250 で示したような3つのリターゲットの計算方法をガイドラインに明記し、Uni-VRM 側でそれら3つのリターゲットを行うための API を用意するのが最も良いと思われます。 また、スケールに関してもアクセサリー等として利用するケースが存在するため、基本的には破棄しない方がよいように思います。上記のリターゲットの計算により相対値等が算出できる場合、ユーザー側で解決可能な筈です。 ただし、「Root や関節間ボーンのような Humanoid ボーンを子孫に持つケース[^1]」や「負のスケールや非直交なスケール[^2]」では問題が発生する可能性が考えられるため、 - Humanoid ボーンを子孫に持つ場合はスケールが1に強制される - 負のスケールやせん断は許可しない というような制約を持たせるのが良いのではないでしょうか。 [^1]: 非 Humanoid ボーンの scale を 0.1 にした後、その子の Humanoid ボーンの...

Since the AnimationTree now has a direct AnimationLibrary, the AnimationEditor can directly create an AnimationPlayer if it has one, or a dummy AnimationPlayer if it has an AnimationTree and assigns...

For now, crashes need to be prevented, so I approve it. The crash is pointed out in #96637, but since this PR will resolve the issue before reaching #96637, this...

It's feedback, but the icons and descriptions are unclear. Although I think it's fine for the function :) With SnapTimeline and SnapKey, there is a misconception that it snaps to...

We have discussed about this and review https://github.com/godotengine/godot/pull/76818 with @lyuma, the main problem is that there is a lot of duplication of code from the SkeletonGizmo. To begin with, PostImportScene...

I don't know how much demand there is for that. As I wrote in description, RootNode can be solved by wrapping with BlendTree, and Sync may not really be that...

I have looked at the code and the most major concern is that there is no conversion taken into account at all with respect to interpolation. ValueTrack is allowed to...

> How does Blender's NLA track for Nearest interpolation work? This is a bit off-topic, but to implement Blender-like NLA animation, we would need to increase HandleMode, and do HandleMode-dependent...

I believe it should not be supported in core because it would be an incomplete feature in any way. As commented above, we will eventually need to do the following:...

The reason https://github.com/godotengine/godot/pull/97563 was implemented was for keying properties of subresources. Probably we should limit the selection to `Ref`, since it is not intended for uses such as splitting Vector...