[Bf-animsys] Dependency graph work started

Ton Roosendaal ton at blender.org
Sat Nov 8 12:02:35 CET 2014


Hi Bassam,

The new despgraph should definitely allow revisiting objects or data many times, to have sequential updating for example (like your node example).

The dorito case needs more studying on - having widgets to control shapekeys and deforms (and good options to layer this) is something we need to pay special coding attention to. 

-Ton-

--------------------------------------------------------
Ton Roosendaal  -  ton at blender.org   -   www.blender.org
Chairman Blender Foundation - Producer Blender Institute
Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands



On 6 Nov, 2014, at 21:34, Bassam Kurdali wrote:

> On Thu, 2014-11-06 at 18:56 +0100, Ton Roosendaal wrote:
>> Hi all,
>> 
>> For your interest, here's the doc with planning and analysis by Sergey:
>> http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph
>> 
>> (With funny disclaimer :)
>> 
>> We also received a link to a new doc from Joshua with a design a proposal.
>> https://drive.google.com/file/d/0B6MoRLgRcIqabXBHaVl0ZXpFbDA/view?pli=1
>> 
>> Sergey started working already, a lot of groundwork can be done already without much discussions. We'll make sure Joshua gets closely involved as well. 
>> 
>> I would really like to see experiemced animators/riggers to carefully check on it and keep involved.
>> Reviews and discussions can be held on this list!
>> 
> Hi all,
> 
> First of all this is fantastic, and the work involved looks like it will
> 'cure' Blender's dependency graph issues for the current capabilities of
> Blender, within reason.
> 
> My question is whether this makes Blender 'better' than other apps which
> require workarounds in special (but really common) cases, or even
> enables the really flexible nodes setups for some hypothetical 'Nodal
> Blender' design.
> 
> What I mean is: if you have a node graph (defined by the user, not the
> dependency graph) you should be able to have dependencies based on the
> node graphs, not just on datablock level. So you can have a nodetree
> influencing a surface shape up to a certain level, that influences other
> objects, that in turn influence the surface; in other words, you want to
> do a partial evaluation of the graph on object A, then evaluate object
> B, then finish evaluating object A.
> 
> A real life (classical rigging) example is the so - called Dorrito
> method[1] Here, riggers want tweak controls to be 'on the surface' of a
> mesh that is deforming (usually via shape-keys). This would be circular
> in most dependency graphs, so they create a so-called Dorrito-mesh: a
> redundant, non rendered copy of the mesh, that deforms 'up to a point'
> and drives the control positions, which in turn drive the 'real' mesh.
> 
> Due to blender's issues with proxies and current dependency graph
> limitations, this method is only barely possible, and breaks a bit with
> proxies and instances. It would be possible (perhaps) with the proposed
> update, but it would be great to ditch the second mesh, not do a
> workaround at all. 
> 
> Future examples might involve using levels of broad deformations - e.g.
> skeletal of facial deform - to drive further deformations - e.g.
> wrinkles or bulges... etc.[2] 
> 
> Cheers,
> Bassam
> 
> [1]https://drive.google.com/file/d/0B4oFZ9-fK91aaDh5bG9OdUZwWFU/view?usp=sharing
> [2]http://urchn.org/blender/granular.svg
> 
> 
> 
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