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

Joshua Leung aligorith at gmail.com
Sun May 17 05:22:28 CEST 2009


Ah yes. This should really be possible, though it will depend on how clever
we get with our proxy-inheritance methods :)

On Sun, May 17, 2009 at 8:47 AM, bassam <bkurdali at freefactory.org> wrote:

> 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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> > >>
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