[Bf-committers] new feature list for animation
Michael Reimpell
M.Reimpell at tu-bs.de
Thu Nov 18 11:45:41 CET 2004
As I understand the current discussion about the animation system, the idea is
to have a complete redesign. I will point out some problems with the current
implementation that could be addressed by a new design.
There are some problems in the creation of armatures: There are two types of
bone parenting, dotted parenting and direct parenting. Direct parenting
merely adds the additional constraint that the head of the child is the tail
of the parent. While it is possible to remove this constraint (i.e. convert
direct parenting to dotted parenting) you can't add this constraint (at least
not in an easy way). You also can't insert a bone between existing head and
tail of other bones (FKey equivalent).
Actions can't be deleted, just unlinked. As one probably uses several
different actions (e.g. as action actuators in the game engine) linking the
actions does merely select the action for the 3D view to display.
The IPO curve editor uses quaternions for rotation keyframes. One should at
least give the option to use axis-angle parameters. Axis-angle parameters are
probably more intuitive to work with, e.g. it is easy to just change the
angle of rotation when the rotation axis is fixed.
The order of transformation is confusing: If you move the mesh after you
parented an armature to it, the animation gets disturbed. This prevents an
armature to be used for several meshes simultaneously.
The BPy API does not give you access to the ipo curves with applied
constraints (baked). Also a more clever bake algorithm that does not insert
unnecessary key frames would be desirable.
Regards,
Michael
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