-
-
Notifications
You must be signed in to change notification settings - Fork 482
Ozz Animation Refactor #1914
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Open
yohjimane
wants to merge
213
commits into
dev
Choose a base branch
from
yohji/feat/ozz-animation
base: dev
Could not load branches
Branch not found: {{ refName }}
Loading
Could not load tags
Nothing to show
Loading
Are you sure you want to change the base?
Some commits from the old base branch may be removed from the timeline,
and old review comments may become outdated.
Open
Ozz Animation Refactor #1914
Conversation
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
61723d9
to
2fb7821
Compare
63fdece
to
6de101e
Compare
5b1c6a4
to
1e6d4b1
Compare
3387938
to
5fb09a2
Compare
- Created new xrAnimation module for ozz-animation integration - Added CMake and Visual Studio project configurations - Set up precompiled headers and dependency management - Added ozz-animation external project reference - Integrated module into main solution file
- Implemented AnimationConverter base classes and interfaces - Added OGF format reader and converter for X-Ray skeleton/animation data - Created metadata preservation system for X-Ray-specific animation properties - Implemented transform converters between X-Ray and ozz formats - Added validation and asset building pipelines
- Created OzzAnimationSystem for loading and playing ozz animations - Implemented OzzKinematicsAnimated as IKinematicsAnimated compatibility layer - Added animation sampling, blending, and transform computation - Integrated X-Ray CBlend compatibility for seamless engine integration - Fixed Common.hpp include ordering for xrAnimation module
- Added comprehensive project documentation (CLAUDE.md) - Documented IKinematicsAnimated interface analysis - Created X-Ray to ozz method mapping guide - Implemented basic ozz functionality tests - Added module initialization and test runner
- Added OzzAnimationSystem extensions for X-Ray compatibility - Implemented channel system for 4-channel animation blending - Added partition support for body part animation (torso/legs) - Created additional transform system for procedural overlays - Integrated root motion extraction for movement - Added comprehensive documentation for CKinematicsAnimated - Documented Motion/Blend system architecture - Identified key integration points for game code Co-Authored-By: Claude <noreply@anthropic.com>
- Created comprehensive test suite for ozz integration - Added test_ozz_integration with animation system tests - Implemented test_real_data_conversion for X-Ray asset testing - Added xray_to_ozz_converter command-line tool - Set up CMake configuration for tests and tools - Enhanced build system with proper dependencies - Added X-Ray mesh/animation test data to project Co-Authored-By: Claude <noreply@anthropic.com>
- Added ozz-animation library as external submodule - Updated .gitmodules configuration - Integrated ozz-animation into build system Co-Authored-By: Claude <noreply@anthropic.com>
- Replaced all std:: containers with xr_ equivalents throughout module - Changed std::string to shared_str for string management - Updated std::unique_ptr to xr_unique_ptr - Fixed all std::unordered_map to xr_unordered_map - Added OMFConverter skeleton for .omf file support - Updated CMakeLists.txt with new converter - Ensured consistent X-Ray memory management patterns Co-Authored-By: Claude <noreply@anthropic.com>
…rendering to imgui controls
- keep palette indices when uploading Vulkan meshes, logging any out-of-range palette requests - bootstrap xrCore/xrDebug in xray_to_ozz_converter and add optional --fsltx override - update conversion scripts to auto-detect fsgame.ltx or accept --fsltx path and pass it to the converter Co-authored-by: Codex Assistant <codex@openai.com>
Co-authored-by: OpenAI Codex <codex@openai.com>
fcf3055
to
45d2c7f
Compare
9574a3f
to
83b22ea
Compare
6a767d0
to
cf02c99
Compare
cf02c99
to
5b56947
Compare
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Labels
AI
Artificial Intelligence
External (3rd party)
This issue is related to external component used by our project.
Game assets
A feature or an issue that involves gamedata change
Renderer
UI
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
temporary pull request to see what claude code can cook up