[Bf-committers] SOC Idea -- Animation/Rigging

RICHARD SIERRA rnsierra at snet.net
Tue Mar 20 13:51:47 CET 2007


The Troll 
   
  Good champ I say!!!

Ton Roosendaal <ton at blender.org> wrote:
  Hi,

All of your topics are valid and interesting, but they're spread all 
over the code, with a lot of dependencies to other parts of Blender. 
For a succesful GSOC project it might work much better to find 
something more isolated. Especially if you did not code for Blender 
before...

My advise; start getting involved in the below topics anyway, but not 
via the GSOC. :)

-Ton-

On 18 Mar, 2007, at 23:14, Aaron Moore wrote:

> Hello Developers,
>
> I am a junior in computer science and I have no experience coding for 
> blender at this point, thought I've been using blender for 7 years. 
> First, does my total lack of blender coding experience bar me from 
> involvement in summer of code? I thought that part of the idea was to 
> break into open source development... anyway, my idea:
>
> In my time using blender I've seen a lot of amazing stills but not a 
> lot of amazing animation. Part of this is that rigging and animation 
> require a few levels more knowledge than creating stills does, and 
> most blender users are amateur artists. Not many people currently use 
> blender for animation. I think this situation could be improved if the 
> animation work flow was made more functional and intuitive.
>
> Here are the problems I've encountered:
>   - The IPO window does not allow the viewing of multiple 
> object/materials/etc.
>   - The NLA system does not support the animation of non-armatures 
> (objects/materials/etc).
>   - The lack of a dope sheet editor (though Cessen is currently 
> working on this)
>   - Some pitfalls which hinder the creation of a high quality rig. 
> (this is particularly important because animation is significantly 
> hindered by the lack of a quality rig)
>       + The lack of ability to have elbow/knee targets for IK chains.
>       + Lack of ability to do setup systems of drivers with 
> dependencies,
>            1. either through the current ipo driver system because it 
> doesn't support dependency relationships, or
>            2. through the script window because it lacks a event 
> listener that fires before the window updates, rather than after. (If 
> such an event listener existed, it would enable complex rigging to be 
> done through the script window.)
>   - Lack of support for multiple armatures to control a single object.
>
> I would like to improve the efficiency of the work flow of the 
> animation system. Does it sound like there is enough work there to put 
> together a good proposal? Are these changes that other people want as 
> well? Is anyone already working on this stuff?
>
> -- Aaron Moore
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at projects.blender.org
> http://projects.blender.org/mailman/listinfo/bf-committers
>
------------------------------------------------------------------------ 
--
Ton Roosendaal Blender Foundation ton at blender.org 
http://www.blender.org

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