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A UI for building OpenSim models

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Happened in v0.5.13 - probably related to the new internal changes to how decorations are flagged by the rendering API

Hi, when I select an object in viewer window, the navigator unfolds, but doesn't jump to the selected item, and I have to scroll the navigator to see it. Please...

To benefit specific use-cases, like shadowmapping. Currently, the internal graphics API exposes `RenderTexture`, which is what the majority of rendering code needs+uses. However, there are cases where downstream code wants...

Similar to #904 We've already got body-force vector arrows in 0.5.13, which is what `OpenSim::Force` ultimately emits, but users probably want to see the point-force version of these forces, which...

Related to the fact that 0.5.13 added body-force-arrow visualization. The `ExternalForce` class applies forces at points expressed within a body frame. This is usually what the user wants to visualize...

Similar to #904 We've already got body-force vector arrows in 0.5.13, which is what `OpenSim::Force` ultimately emits, but users probably want to see the point-force version of these forces, which...

Should explain a rough outline of what's currently necessary (station-defined frames, warpable meshes, etc.) and outline upcoming features/fixes to streamline the workflow, but be suitable enough for explaining the feature...

As a prerequisite for our model warping documentation, it'd be useful to have a "here's how you warp one mesh" workflow fully documented.

The existing body force visualization already "resolves" point forces to be on bodies. This is what `OpenSim::Force` and simbody ultimately want. However, many use-cases involve the user adding point-forces into...