[Bf-animsys] 2.5 animsys overview + NLA "Bag" proposal
malefico
malefico at malefico3d.org
Thu May 7 14:06:30 CEST 2009
Hi,
After reading, I understand that the only practical reason for an
animator to have a NLA metastrip (or NLA bag) would be to import a
complex sequence of actions into a character/object. Is that right ?
On a slightly off-topic discussion I would like to express a wish here,
not exactly a feature request since I don't have the technical
background as to foresee the feasibility of this idea. So far shapekeys
and drivers are a property of meshes. This has proved to have serious
limitations, mainly great difficulty to transfer shapekeys among similar
(topologically speaking) meshes, which usually means rebuilding
shapekeys everytime a character changes/is created.
I was wondering if it would be possible to have a sort of shapekey
defined in a topological way, and that be a property of objects instead
of meshes, so ideally, if the mesh changes, then all "object shapekeys"
could be transparently applied/trasferred to the linked mesh.
The above paragraph mind sound like nonsense now that I read it again,
but I don't want to enter here in feature-based proposals but just to
bring up the problem of current system and maybe inspire an original
solution from the creative minds here.
Best regards
malefico.
Ton Roosendaal wrote:
> Hi all,
>
> I've spent time with Joshua in irc to get a clear picture to present
> here.
> The first three points represents what Joshua already coded, or
> intended to make.
>
> 1)
>
> Here's the basic structure of the new anim system:
> http://download.blender.org/institute/animsys.png
>
> (For non coders: "Pointer" means "Using". A single Action or Material
> can be re-used all over in Blender, this linkage we do in C code with
> pointers. :)
>
> Each of Blender's "Library" data blocks, which have a relinkable
> generic "ID" header, now also have an AnimData extension. It's
> implemented for about 10 types now, including the Scene ID block (not
> in diagram).
>
> Let's call these things "ID blocks" and not "data blocks" to
> distinguish them from all smaller data segments in Blender (bones,
> constraints, and so on).
>
> The "AnimData" blocks are generic containers appended to ID blocks,
> where the Actions can get linked, and where drivers/nla/expressions
> reside.
>
> The new "Action" is a relinkable container of rna paths and fcurves. An
> rna path is a string that can find any data, including all bones,
> modifiers, constraints, and so on.
>
> However! It requires the right context to work, with the linked "ID"
> defining the starting point, from which rna paths can figure where to
> apply fcurves at.
> This means that an Action linked to Object, can have fcurves affecting
> a material. But, such Actions won't do much when directly linked to a
> Mesh or Material itself.
>
> Sofar it's clear I hope!
>
> 2)
>
> Let's zoom in on a single ID block with NLA:
> http://download.blender.org/institute/animsys1.png
>
> The NLA consists of 'strips', which each can link to an Action. The
> strip defines time, scaling of time, blending, etc.
>
> Note that an Action can also be directly linked to AnimData now, which
> will always be executed now, with NLA being acting on top of it,
> replacing it (if it works on same data).
>
> 3)
>
> We zoom out again:
> http://download.blender.org/institute/animsys2.png
>
> Here we see a single hierarchy of ID data, with two levels of NLA
> working.
> Actions or NLA used this way will allow localizing things nicely.
>
> However, we still are too limiting for our animators. They want one
> strip to control a complete massive warrior battle, right!
>
> 4)
>
> For (at least) Scenes and Groups, we can allow any strip to have own
> local "ID context".
> http://download.blender.org/institute/animsys3.png
>
> The NLA editor can nicely visualize it, and allow editing every strip.
> And of course, a nice 'merge' or 'meta' operator then can create the
> much wanted "Ipo Bag", which should be named NLA bag I guess... :)
>
> How modifiers, walk/strides etc will fit in I didn't look at yet. Let's
> first check if this could be a good basic to further work with?
>
> -Ton-
>
> ------------------------------------------------------------------------
> Ton Roosendaal Blender Foundation ton at blender.org www.blender.org
> Blender Institute BV Entrepotdok 57A 1018AD Amsterdam The Netherlands
>
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