Module systems

Module systems 

Source

Functions§

hide_floor_when_viewed_from_below
Hides the floor if the camera is below it
prop_transform_sequence
System to apply global transforms to props in the scene
smpl_advance_anim
System to Advance Animation timer
smpl_align_vertical
System to align a mesh at every frame to the floor
smpl_anim_scroll_gui
smpl_apply_pose
System for applying a pose to the given template
smpl_auto_add_follow
System to add a SmplInterval to entities in case it doesn’t already exist
smpl_auto_add_scene
System to add a SceneAnimation Resource in case it doesn’t already exist
smpl_betas_gui
smpl_betas_to_verts
System to compute vertices if Betas has changed.
smpl_compute_pose_correctives
System for computing and applying pose correctives given a pose
smpl_event_dropfile
smpl_expression_apply
System to apply the expression offsets.
smpl_expression_gui
smpl_expression_offsets
System to compute Expression offsets if Expression or SmplParams have changed.
smpl_follow_anim
System for follower computations
smpl_hand_pose_gui
smpl_interop_gui
smpl_lazy_load_model
Check all entities with SmplParams and lazy load the smpl model if needed do it in two stages, first checking if we need to acually load anything and in the second stage we actually load stuff, this is in order to avoid accing the SmplModel mutable and then triggering all the other systems to run
smpl_make_dummy_pose
Smpl bodies have to be assigned some pose, so if we have no Pose and no Animation we set a dummy default pose
smpl_mask_pose
System for handling pose overrides
smpl_params_gui
smpl_pose_remap
System to remap the SmplType of a pose to the SmplType found in SmplParams
smpl_to_gloss_mesh
System to convert SmplOutput components to gloss components (Verts, Faces, Normals, etc.) for the upload_pass
smpl_vertex_offset_apply
System to apply the free vertex offsets. This internally uses the generic variant of the function suffixed with _on_backend
smpl_vertex_offset_gui
to_ndarray
Convert a float tensor from Router to NdArray.
to_ndarray_int
Same idea for int tensors, if you ever need it.