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kandi X-RAY | docs.blender.org Summary
kandi X-RAY | docs.blender.org Summary
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QUESTION
I have a directed acyclic graph created by users, where each node (vertex) of the graph represents an operation to perform on some data. The outputs of a node depend on its inputs (obviously), and that input is provided by its parents. The outputs are then passed on to its children. Cycles are guaranteed to not be present, so can be ignored.
This graph works on the same principle as the Shader Editor in Blender. Each node performs some operation on its input, and this operation can be arbitrarily expensive. For this reason, I only want to evaluate these operations when strictly required.
When a node is updated, via user input or otherwise, I need to reevaluate every node which depends on the output of the updated node. However, given that I can't justify evaluating the same node multiple times, I need a way to determine the correct order to update the nodes. A basic breadth-first traversal doesn't solve the problem. To see why, consider this graph:
A traditional breadth-first traversal would result in D
being evaluated prior to B
, despite D
depending on B
.
I've tried doing a breadth-first traversal in reverse (that is, starting with the O1
and O2
nodes, and traversing up the graph), but I seem to run into the same problem. A reversed breadth-first traversal will visit D
before B
, thus I2
before A
, resulting in I2
being ordered after A
, despite A
depending on I2
.
I'm sure I'm missing something relatively simple here, and I feel as though the reverse traversal is key, but I can't seem to wrap my head around it and get all the pieces to fit. I suppose one potential solution is to use the reverse traversal as intended, but rather than avoiding visiting each node more than once, just visiting each node each time it comes up, ensuring that it has a definitely correct ordering. But visiting each node multiple times and the exponential scaling that comes with that is a very unattractive solution.
Is there a well-known efficient algorithm for this type of problem?
...ANSWER
Answered 2021-Dec-12 at 19:14Yes, there is a well known efficient algorithm. It's topological sorting.
Create a dictionary with all nodes and their corresponding in-degree, let's call it indegree_dic
. in-degree is the number of parents/or incoming edges to that node. Have a set S
of the nodes with in-degree equal to zero.
Taken from the Wikipedia page with some modification:
QUESTION
I am trying to build a function that affects only items in a certain class. This happens within the Python API - intro here
Currently I do
...ANSWER
Answered 2021-Aug-09 at 10:31You can try this instead.
QUESTION
I write a function to read image width and height from file header
...ANSWER
Answered 2020-May-08 at 00:55So, ignoring the python stuff, let's just assume you got a hold of the bytes in some way:
QUESTION
I'm attempting to animate a figurehead for use in a project that utilizes speech recognition and talks back to the user. The main library I was planning on using to display the figurehead is Three.js, which has two different methods for animation - animation clips and morph targets.
Multiple animation clips might be too cumbersome for the project, but morph targets seem to fit the criteria of being able to animate the face depending on certain sounds being present. I want to use Blender to set up the morph targets, but much of the literature I'm reviewing seems contradictory. The Blender manual itself seems to suggest they are synonymous, but this article suggests that they are not the same (although they're trying to morph between two different object, so it may not be applicable).
Any insight from more experienced individuals on this course of action?
...ANSWER
Answered 2020-Feb-12 at 14:10Three.js, which has two different methods for animation - animation clips and morph targets.
I'm afraid this is not true. An instance of THREE.AnimationClip
is nothing else than a reusable set of keyframe tracks which represent an animation.
You are referring to animation techniques. Skeletal animation as well as morph target animation are both supported in three.js
.
If you author Shape Keys
in Blender and export the asset to glTF
, it's possible to import them as morph targets into three.js
via THREE.GLTFLoader
.
three.js R113
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