[Bf-committers] Question regarding Armature System
Ton Roosendaal
ton at blender.org
Sun Aug 7 11:21:58 CEST 2005
Hi,
The current bone system is hardwired to use the Y axis as Bone axis
yes. I've thought of making it an option... but didn't see a real
reason for it yet. :)
The main argument for it would be export/import though, I've heard
other packages use other conventions internally. I would need to know a
little bit more about that first though. Switching the dominant axis
whilst keeping an armature (and its animations!) the same is quite a
messy math!
-Ton-
On 1 Aug, 2005, at 16:00, Thomas H. Hendrick wrote:
> Looking at the upcoming changes to the Armature System, they look ...
> well ... nothing less than incredible! :-)
>
> I have one question, though.
>
> Blender internally seems to have a "hardwired" Bone axis. That is,
> the length of the Bone travels down the Y-axis, and the X-axis (I
> think) is the "up" vector.
>
> What would be involved in making this user-selectable on a per-model
> or per-armature basis? (Per bone would just be silly I think -- at
> least from a user perspective).
>
> This is probably something that would just be too much for the
> upcoming 2.4 release, given the overhaul coming to the Armature code.
> Any ideas on (1) how tough this might be, and (2) what would be
> involved for something like this to happen?
>
> Thanks much!
> --Tom.
>
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Ton Roosendaal Blender Foundation ton at blender.org
http://www.blender.org
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