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<DIV><FONT size=2 face=Arial><SPAN
class=921053215-08092009>Hi,</SPAN></FONT></DIV>
<DIV><FONT size=2 face=Arial><SPAN
class=921053215-08092009></SPAN></FONT> </DIV>
<DIV><FONT size=2 face=Arial><SPAN class=921053215-08092009>I have added support
for controlling armatures through Python in the GE. This is provided
through the new proxy class BL_ArmatureChannel that corresponds to the pose
channel structure. Most attributes match directly
the Blender bPoseChannel structure but I added a 'joint_rotation'
attribute that gives direct access to joint angles. You can use this
attribute to set the joint angles from external data or your own calculation and
the armature will move according to it. If the armature is controlled
by IK, you can read the joint angles computed by the algorithm. <FONT size=2
face=Arial><SPAN class=921053215-08092009>Full details is provided in the BPY
documentation included in the packages below. Download them if you want to know
more about it.</SPAN></FONT></SPAN></FONT></DIV>
<DIV><FONT size=2 face=Arial><SPAN
class=921053215-08092009></SPAN></FONT> </DIV>
<DIV><FONT size=2 face=Arial><SPAN class=921053215-08092009>Other fix in this
build is correct matrix operation with MathUtils: <A
href="http://lists.blender.org/pipermail/bf-blender-cvs/2009-September/022245.html">http://lists.blender.org/pipermail/bf-blender-cvs/2009-September/022245.html</A></SPAN></FONT></DIV>
<DIV><FONT size=2 face=Arial><SPAN
class=921053215-08092009></SPAN></FONT> </DIV>
<DIV><FONT size=2 face=Arial><SPAN class=921053215-08092009>For those who want
to experiment, I made two builds on graphicall:</SPAN></FONT></DIV>
<DIV><FONT size=2 face=Arial><SPAN
class=921053215-08092009></SPAN></FONT> </DIV>
<DIV><FONT size=2 face=Arial><SPAN class=921053215-08092009>Linux: <A
href="http://graphicall.org/builds/builds/showbuild.php?action=show&id=1082">http://graphicall.org/builds/builds/showbuild.php?action=show&id=1082</A></SPAN></FONT></DIV>
<DIV><FONT size=2 face=Arial><SPAN class=921053215-08092009>Windows: <A
href="http://graphicall.org/builds/builds/showbuild.php?action=show&id=1080">http://graphicall.org/builds/builds/showbuild.php?action=show&id=1080</A></SPAN></FONT></DIV>
<DIV><FONT size=2 face=Arial><SPAN
class=921053215-08092009></SPAN></FONT> </DIV>
<DIV><FONT size=2 face=Arial><SPAN class=921053215-08092009>If your system is
not in this list, you can check out the itasc branch and compile. For those
interested in the implementation, look at
the BL_ArmatureChannel.cpp module in source/gameengine/converter. If you
have some ideas to extend the API, you are welcome to make your own additions
and send me the diff, I will review and commit them to
SVN.</SPAN></FONT></DIV>
<DIV><FONT size=2 face=Arial><SPAN
class=921053215-08092009></SPAN></FONT> </DIV>
<DIV><FONT size=2 face=Arial><SPAN class=921053215-08092009>The itasc branch
will be merged with 2.5 in the coming days, it would be nice to get some
feedback before I start the merge.</SPAN></FONT></DIV>
<DIV><FONT size=2 face=Arial><SPAN
class=921053215-08092009></SPAN></FONT> </DIV>
<DIV><FONT size=2 face=Arial><SPAN
class=921053215-08092009>/benoit.</SPAN></FONT></DIV>
<DIV><FONT size=2 face=Arial><SPAN
class=921053215-08092009></SPAN></FONT> </DIV></BODY></HTML>