[Bf-animsys] Depsgraph refactor progress

Daniel Salazar - patazstudio.com zanqdo at gmail.com
Thu Jan 29 23:00:59 CET 2015


I've tested on my current Tara rig and it works perfectly! Congratulations
to all involved! The only thing failing is the actual playback of the
animation. Can't say anything about speed yet because of that :)

Daniel Salazar
patazstudio.com

On Thu, Jan 29, 2015 at 9:09 AM, Sergey Sharybin <sergey.vfx at gmail.com>
wrote:

> Hi,
>
> Just a quick update on the happenings in depsgraph_refactor branch.
>
> = Status overview =
>
> So far we've been focusing on having interleaved drivers and armature
> bones updates and didn't pay much attention to other aspects. So:
>
> - Meshes/curves/metaballs are ported to the new dependency graph
> practically without visible changes. There are some underlying changes
> which would allow moving blender to fully node-based system, but those
> parts are basically NO-OPs currently.
>
> -  Armatures takes really long time to deal with. Basically the status is:
> simple rig works, complex ones needs more investigation and some design
> decision we need to do (read about that later). Armatures supports
> interleaved updates, which means it is possible to have drivers/constraints
> between different armatures and have proper updates without lags.
>
> - Dupligroups nad proxies are not currently supported. They basically
> needs to be re-implemented in the new system. I'm currently looking into
> this.
>
> - Rigidbodies, simulations and so might work by co-incident, but they'll
> need to be revisited, because there was some code from Lukas in there but
> depsgraph changed a lot since then and things might not be working as
> expected now.
>
> - Animation/drivers are expected to work, supporting more interleaved
> behavior (this mainly applies to drivers, animation does not have
> dependencies).
>
> - Layer visibility (when object appears visible on the layers) shouldn't
> have lag now. I'm not totally happy with the current implementation of this
> in the branch tbh, but it's simple to make it nice and clean using Brecht's
> idea of changing a bit logic around LIB_RECALC flag.
>
> - Depsgraph building is now quite slower, but we didn't invest time into
> optimizing it. Evaluation might also be a bit slower because of more
> granular operations which increases overhead of task system. This will be
> reviewed after all the features are working in depsgraph.
>
> - Cycle detection and solving needs to be implemented for the new system.
> Was looking into it this week, but didn't quite finish yet.
>
> Think this mainly covers the state of the branch. Now, why it's not moving
> much faster you might wonder. That's basically because issues with rigs are
> really tricky to investigate (trying to find out what exactly is wrong in
> rig with 1K bones...),
>
> = Testing =
>
> While it is known that complex rigs might fail (for example, Koro rig
> doesn't fully work) other rigs are just rock-solid now (Victor from
> gooseberry, agent from the agent short movie) it would help if someone will
> test more right and if they fails minimize them as much as possible (to few
> bones only, so it is clear what's going on). Such a minimization process
> took really log time from us, so having small correct rigs which doesn't
> work would really help. Correct in terms there's no unsolvable cyclic
> dependency i.e.
>
> = Constraint targets =
>
> For until recently we tried to make it so constraint targets are using
> final bone transformation (after parenting + constraints + solver) which
> what we understand from initial riggers feedback what's needed. However,
> some existing rigs seems to be using some constraint expecting them to do
> opposite -- use pre-solver bone transformation.
>
> Basically that's the exact stopper for armatures atm -- understanding what
> transform riggers actually want to work with.
>
> So, let's start this question again: when you're using bone as a
> constraint target, which transform you expect to be used?
>
> --
> With best regards, Sergey Sharybin
>
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>
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