[Bf-animsys] (Slightly OT) - Duplication Ideas

bassam bkurdali at freefactory.org
Sat May 16 22:47:50 CEST 2009


On Sat, 2009-05-16 at 12:11 -0700, Nathan Vegdahl wrote:
> >> *will it be possible to have multiple proxies for the same group in a
> >> file? eg, 3 library-linked zombies having 3 proxified armatures, all
> >> from the same library zombie.
> >
> > Hmm... not sure what you mean here...
> 
>    I think he means making multiple proxies from the same ID block.
yup, that's exactly what I mean. 


> 
>    An example use-case is crowd-sim: say you want to sim an army of
> 200 zombies, you don't want to have to create 200 individual zombie
> characters.  Ideally you just make 10 or so, and proxy each one 20
> times.
>    In 2.4x you couldn't do this.  You could only proxy something once.
>  We had to create duplicate blend files of characters if we wanted two
> of the same character in the scene.
> 
>    Anyhoo, I don't have any questions/comments that Bassam didn't
> already make.  Presuming the ability for duplicate proxies, this looks
> solid to me. :-)
> 
> --Nathan V
> 
> On Fri, May 15, 2009 at 5:53 PM, Joshua Leung <aligorith at gmail.com> wrote:
> > On Sat, May 16, 2009 at 7:44 AM, bassam <bkurdali at freefactory.org> wrote:
> >>
> >> Hi Aligorith, my understanding here is that this works both for duplis
> >> and for proxies, is that correct?
> >
> > Yep :)
> >
> >>
> >> for proxies, some questions:
> >>
> >> *will it be possible to proxify any datablock, e.g. create a proxy
> >> material that allows overriding material settings from the original
> >> file?
> >
> > That's exactly the idea.
> >
> >>
> >> *if we e.g. have a clothsim setup in the library file, can we proxify
> >> the mesh object, thus forcing the sim to calculate locally (i.e. the
> >> mesh data itself is linked, but the modifier is evaluated and cached
> >> locally in the scene file), thus allowing characters with dynamic
> >> cloths, softbody, hair, etc. to work easily and predicatbly
> >
> > I'm not sure about the specifics of the physics sims, but I imagine this is
> > possible.
> >
> >>
> >> *I assume python will be able to create proxies, allowing TD's to make
> >> simple shot setup scripts.
> >>
> >> *chaining references should work (I guess this is a big part of your
> >> plan).
> >
> > Yep. That's true.
> >
> >>
> >> *will it be possible to have multiple proxies for the same group in a
> >> file? eg, 3 library-linked zombies having 3 proxified armatures, all
> >> from the same library zombie.
> >
> > Hmm... not sure what you mean here...
> >
> >>
> >> slightly off-topic feature request: can we allow IDprops (custom data)
> >> to be attached to bones as well as armatures? this would be very
> >> important for scripting/rigging.
> >
> > Sure! Lemme hack that later today :)
> >>
> >> On Sat, 2009-05-16 at 00:23 +1200, Joshua Leung wrote:
> >> > This is slightly off-topic (read, not likely to be tackled as part of
> >> > GSoC as official target yet)....
> >> >
> >> > See: http://aligorith.googlepages.com/250_dupli_plans_01.jpg
> >> >
> >> > Here, 'duplication' refers to things like multi-user datablocks,
> >> > dupli-objects, groups, etc.  or basically what the Animation target
> >> > for Durian was :)
> >> >
> >> > Anyways, this is just to throw the idea out there for future
> >> > reference.
> >> > _______________________________________________
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> >> > Bf-animsys at blender.org
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> >>
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