[Bf-animsys] Dependency graph work started

Nathan Vegdahl nathanvegdahl at gmail.com
Sat Nov 8 18:39:56 CET 2014


Hi Ton,
It sounds like we're on the same page!  I was also imagining a system
where properties or data are marked in their source file as
overridable, and then those are the things that can be overriden in
other files that link in the asset.

I absolutely agree that it's important for riggers, etc. to be able to
design and present a specific experience to the user.

Thanks for the clarification!

--Nathan

On Sat, Nov 8, 2014 at 2:09 AM, Ton Roosendaal <ton at blender.org> wrote:
> Hi Nathan,
>
> The principle (technically) is the same. And we could even name it the same (proxy is confusing).
>
> The feature I'd like to keep though is a way for a rigger (or shader designer, or effect artist, etc) to create a local "override" interface for users, and have the underlying structure and options hidden. Like making an API for a library - you try to design a strong and usable system that can be well maintained in bigger project pipelines.
>
> The feature could work like:
>
> - you link in referenced data
> - Blender UI shows you which overrides are available by design
>
> The overrides also relate to how we want duplication to work. A case like this should work, to make a massive flock or crowd for example.
>
> - you link in referenced character group
> - you put copies of the group on many positions
> - for each copy, you can edit overrides (as available by design)
>
> -Ton-
>
> --------------------------------------------------------
> Ton Roosendaal  -  ton at blender.org   -   www.blender.org
> Chairman Blender Foundation - Producer Blender Institute
> Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands
>
>
>
> On 7 Nov, 2014, at 2:52, Nathan Vegdahl wrote:
>
>> I've only managed to skim the proposal, but it looks good to me!
>>
>> The only thing that jumped out at me is that the proposal seems to see proxy's as a desirable feature to preserve/improve, and local overrides as merely for things like materials.  But I think this is not the way forward.  IMO local overrides should eventually take over proxy's for their current use-cases (e.g. local character animation on linked dupligroups).  Then it doesn't matter if you're animating linked materials, animating linked characters, or running linked simulations, you use the same workflow for all of them: local overrides.
>>
>> I don't know if that actually makes any practical difference to the proposal, but I'm mentioning it just in case.
>>
>> When I get a chance to read the proposal more in-depth I'll hopefully be able to provide some feedback that's more useful. :-)
>>
>> --Nathan
>>
>> On Nov 6, 2014 9:57 AM, "Ton Roosendaal" <ton at blender.org> 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!
>>
>> Thanks,
>>
>> -Ton-
>>
>> --------------------------------------------------------
>> Ton Roosendaal  -  ton at blender.org   -   www.blender.org
>> Chairman Blender Foundation - Producer Blender Institute
>> Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands
>>
>>
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