[Bf-animsys] NLA Object Channels Ordering

Daniel Salazar - 3Developer.com zanqdo at gmail.com
Wed Jun 3 23:06:45 CEST 2009


Heres an image to explain what I meant

http://www.zanqdo.com/tmp/nlastripper2.png

Taking to Cessen on IRC it doesn't seem like the container should
exist at all since a strip can contain data linked to different
objects so..

Daniel Salazar
Cel: (506) 8366 8384
Offi: (506) 2219 0511
www.3developer.com



On Wed, Jun 3, 2009 at 11:44 AM, Nathan Vegdahl <nathanvegdahl at gmail.com> wrote:
> The idea with the new NLA system, at least as discussed in the IRC
> meetings, is that Actions no longer belong to objects, and instead are
> their own stand-alone thing (just like objects are).  This is
> necessary in order for Actions to be able to affect multiple objects.
>
> It's best conceptualized by thinking of Actions as nothing more than
> just stored animations, rather than some weird abstract Blender
> concept from ancient days.  With that in mind, animations often (in
> fact usually) involve more than just one object.  And those animations
> can then be mixed in the NLA editor.
>
> Actions in-and-of-themselves do not affect objects.  They're just
> data.  Only through the NLA editor, or action constraints, or
> something else that utilizes that data do they affect objects.
>
> To me this makes a great deal more sense than the way 2.4x works,
> where actions are somehow specific to an object.
>
> This concept also allows for much simpler and nicer workflow, where we
> can have an "active" action that newly created animation data goes
> into.  Sort of like edit mode with meshes.  This makes it easy and
> clear how to create and edit actions (as long as the UI makes it clear
> which action is currently active).
>
> If actions are specific to individual objects, then this easy, simple,
> and powerful workflow becomes nearly pointless.
>
> However, there are still a few uses where it is useful for actions to
> be linked to specific objects (rigging, for example), so that will
> still be allowed.  But my understanding is that that will not be
> default.  Perhaps it will be done through a rebasing tool (like
> dragging an action to an object in the outliner, links it to the
> object and modifies the action's RNA paths as appropriate).
>
> I may be missing something, though.  Aligorith?
>
> --Nathan V
>
>
> On Wed, Jun 3, 2009 at 6:00 AM, Daniel Salazar - 3Developer.com
> <zanqdo at gmail.com> wrote:
>> I was testing the progress of the NLA and noticed something odd and
>> went to report to Joshua as a bug
>>
>> http://www.zanqdo.com/tmp/nlastripper.png
>>
>> in that image what object all those NLA strips belong to? Not "Mesh"
>> but a hidden object below all the strips! So as said I went to tell
>> Aligorith and he tells me he thinks the same but some people in here
>> think that's actually a good idea? I have no clue why but he tells me
>> they are following the way the ancient Sequencer works for the
>> evaluation order of NLA strips. Well, thats ugly and inconsistent with
>> modifier and constraint stacks but its understandable.
>>
>> Now why the object channel would have to follow this convention that
>> makes no sense and will only confuse everyone? It not only makes no
>> sense but its absolutely no relevant to the animation result since the
>> order of *different* object channels in the NLA editor simply makes no
>> difference.
>>
>> Photoshop adopts this kind of evaluation ordering too, and as I said,
>> its ok. Inconsistent with some parts of blender and consistent with
>> others but hey its Blender. Now see what Photoshop does in hes layer
>> manager with the groups/containers/folders
>>
>> http://www.binary-artist.com/photoshop_tutorials/images/photoshop_layer.gif
>>
>> Of course they follow human instinct and don't put the cap on the button!
>>
>> Daniel Salazar
>> Cel: (506) 8366 8384
>> Offi: (506) 2219 0511
>> www.3developer.com
>> _______________________________________________
>> Bf-animsys mailing list
>> Bf-animsys at blender.org
>> http://lists.blender.org/mailman/listinfo/bf-animsys
>>
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