[Bf-animsys] Dependency graph work started
Bassam Kurdali
bassam at urchn.org
Wed Nov 12 17:47:14 CET 2014
On Sat, 2014-11-08 at 12:02 +0100, Ton Roosendaal wrote:
> Hi Bassam,
>
> The new despgraph should definitely allow revisiting objects or data many times, to have sequential updating for example (like your node example).
Fantastic! This is great news :D
> 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.
Yup! I bet some of psy-fi's wiggly-widget branch comes in handy there.
Good news is workflow for *creating* Dorito method in Blender is far
better than either Maya or Softimage - but then it frustrates by not
fitting into the same armature due to current depsgraph.
>
> -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
> >
> >
> >
> > _______________________________________________
> > Bf-animsys mailing list
> > Bf-animsys at blender.org
> > http://lists.blender.org/mailman/listinfo/bf-animsys
>
More information about the Bf-animsys
mailing list