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Fix glTF_Physics/samples/Robot_skinned scene: Add bone constraints (Copy Transforms / Child Of). Auto-wire skin joints to physics-driven ancestors.
- Per-bone constraint stack with inspector UI. Evaluated in the pose-sync loop against a new BonePoseWorld scratch buffer.
- On glTF import, bones whose joint node has a physics-driven ancestor get a Child Of constraint with InverseMatrix baked to the rest offset, so skins follow rigid bodies.
- Acceleration-mode drives with stiffness > 0 now convert to frequency/damping-ratio
- EmptyShape fallback for motion-only bodies without colliders
- skip BoneAttachment on physics-driven joint-node objects
- Fork JoltPhysics with jrouwe/JoltPhysics#1977
Copy file name to clipboardExpand all lines: README.md
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@@ -49,9 +49,8 @@ Noteworthy dev bits:
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This project supports generating an efficient physical audio model for any mesh using Linear Modal Analysis/Synthesis
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The physical audio modeling components were implemented as a final project for PHYS-6260 - Computational Physics at Georgia Tech during my Master's, and this is the final report. [Here is the final report paper](paper/PAMofPassiveRigidBodies.pdf).
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And here is a 36X48 poster:
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The physical audio modeling was originally implemented as a final project for PHYS-6260 - Computational Physics at Georgia Tech during my Master's.
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It's gotten a lot of work since then, but the details laid out in [the final report](paper/PAMofPassiveRigidBodies.pdf) are still the same, as well as this 36X48 poster:
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