Base Manifold Mesh (BMM) Library converts skeletons to quad dominant meshes. Developed as my thesis. Based on the original SQM algorithm.
void BMMLoadFromFileAndExportToFile(std::string input, std::string output, bool CPUSkinning = false);
void BMMLoadFromFileAndExportToVectors(std::string input, std::vector<float> &points, std::vector<int> &indices, bool CPUSkinning = false);
void BMMLoadFromSkeletonAndExportToFile(SQMSkeletonNode *skeleton, std::string output, bool CPUSkinning = false);
void BMMLoadFromSkeletonAndExportToVectors(SQMSkeletonNode *skeleton, std::vector<float> &points, std::vector<int> &indices, bool CPUSkinning = false);
####Usage
Files for loading are serialized BMMSkeletons with boost
file output is .obj file
vector ouput format is:
point: x0, y0, z0, x1, y1, z1, ...
indices: 0-2 first triangle, 3-5 second triangle, ...
By default the algorithm will produce straightened mesh
Rotation to original pose is done with skinning on CPU
####Used Libraries BMM-library is using boost 1.51 and OpenMesh 2.2