[Bf-animsys] New depsGraph and rigging concept in blender

Boris Cohen Tanugi b.cohen.tanugi at gmail.com
Mon Sep 7 22:57:08 CEST 2015

Hi again !
Just a little idea that could help without changing/breaking anything in
Could the object.matrix_parent_inverse act like a real pre transform?
Actually it's only taken into account if object has a parent. Why not
always? ("frozen" empty could be usefull in rigging!).

2015-08-30 1:38 GMT+02:00 Boris Cohen Tanugi <b.cohen.tanugi at gmail.com>:

> Thanks a lot Joshua for this clean explanation, things are really more
> clear now.
> Hope more stuff will come soon to play with, this seems to be a really
> long road to clean it all.
> Keep fun coding and thank you for your work ! :)
> 2015-08-30 1:15 GMT+02:00 Jeffrey <italic.rendezvous at gmail.com>:
>> > * Also, for the cases that we need multiple groups of bones (from the
>> > same armature) acting on the same points but with some of those bones
>> > acting before others (useful for creating "layered" deforms,  where
>> > one set of bones does the coarse body level deforms while a second set
>> > does skin sliding and other fine detsils) , we've (Bassam, Zanqdo, and
>> > I) been thinking about making the armature modifier restrict itself to
>> > only handling the bones in a particular bone group, or with particular
>> > tags. Using such mechanisms, the depsgraph can also get smarter about
>> > how it links up interleaved pose evaluation and geometry evaluation.
>> >
>> Would you happen to have any educational resources laying around about
>> this so-called bone layering method? I'm trying to adapt Josh Sobel's
>> face rigging method (http://www.joshrigs.com/) to blender, but ran into
>> the problem of not being able to layer shapekeys onto meshes (a literal
>> translation of the concepts, but I like what he does). However, this
>> layered deform triggering sounds intriguing.
>> --
>> Jeffrey "Italic_" Hoover
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