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TODO
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TODO
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General:
- Proper context handling (use bpy.context only if really necessary)
Character management:
- Unzipper for character/asset packages
- Dependency analyser so you can delete characters without affecting other ones
(may be tricky for textures, use special texture_deps config?)
Performance:
- Fast YAML library
Art:
- Compare bumping with MB-Lab?
- More hairstyles
Char creation:
- Asset list in creation panel?
- Alternative topologies from library
Morphing:
- Manual sculpting mode
- Shape rig morphing
- Allow to mix L1 shapes?
- Replace preset mix with mix factor
Finalize:
- Choice between materials displacement and displacement modifier
Materials:
- Skin coloring for Antonia
- Shared textures for assets
- Lip color control?
- Ability to disable skin features (blush, freckles)
and completely remove them from node tree removing unneccessary texture images too
- Texture layers?
Reom:
- More symmetry fixes
Randomize:
- Randomize eye and skin colors
Hair:
- Import scalp vertex groups only when necessary so VG cleanup on finalize won't be necessary anymore
- Rework hair shaders engine
- Lichtso hair engine
- Move hair.blend to char.blend?
- Hair refitting after edit
Fitting:
- Hybrid mode: store asset morphs in shapekeys even in numpy mode (probably not activating them),
get asset morph data from morpher-code, not charlib!
- BMesh instead of creating from_mix shapekey?
- MakeHuman asset support ?
- Bounding box transform?
- More fitting settings? (Thresholds and so on)
- Asset baking?
- Ability to select MB-Lab fitting algorithm
- Use avg instead of max for thresh? I think no, we need to use no less than first n
Assets:
- Use default underwear assets instead of censors -- done for Antonia
- Image browser for clothes and hair
Rigging:
- Always place rig to the same collection with the character
- Combining rig from subrigs
- Fix Reom's eyelashes in ARP
- Force bone bending angle
- Generate rig from metarig
- Use VertexWeightProximity or geonodes for folding knees, elbows and belly
- Add chest and abdomen bones for breathing -- done for Antonia
- Pupil dilation bones -- done for Antonia
- Size and limb length morphs for Antonia
- Relative rigger instead of current absolute one?
- Head pivot shift
- Deformation cage support? (it seems that better fitting algorighm is needed for it)
- Fork and optimize Rigify for really realtime morphing?
- Blenrig?
Editing:
- Automatic material converter (It took quite a while to convert Reom's materials)
- Refine for XL recalc
- MB-Lab import/export tools
- Export L2__Body_Size_min back to MB-Lab
Pose:
- Fix glitchy capture poses
- Different mix modes
- Native pose support (not just MB-Lab)