[Bf-committers] Updated (working!) patch for NLA Action Baking
malefico andauer
the3d_hut at yahoo.com.ar
Thu Dec 29 15:59:24 CET 2005
Truly amazing !!!!
Going to try ASAP !
Kind regards and thank you !
malefico.
--- Roland Hess <rolandh at reed-witting.com> escribió:
>
http://projects.blender.org/tracker/?func=detail&aid=3634&group_id=9&atid=127
>
> This monster patch adds Action Baking capabilities
> to NLA. With an
> armature and action strip selected, and the mouse
> hovering over the
> action in NLA, pressing SHIFT-B brings up the Bake
> menu, to which
> there are three options.
>
> The first, Bake Object to Action, creates a new
> action and appends it
> to NLA that attempts to recreate object-level motion
> (due to
> keyframing, constraints, parenting, etc.) at the
> bone level. When it
> creates the Action, it also unlinks object IPOs and
> parenting (still
> working on removing object-level constraints). The
> net effect is that
> you now have an action that duplicates the motion of
> the armature as
> a whole.
>
> The second, Bake NLA Action, creates a new action
> and appends it to
> NLA that attempts to burn all NLA actions into a
> single action strip.
> This could be helpful if you have created a complex
> character
> animation you would like to tweak and sweeten, but
> it consists of
> multiple walkcycles and numerous other strips.
> Baking into a single
> strip allows to you to work with the animation along
> a single
> timeline.
>
> The third, Bake All to Action, first performs Bake
> Object to Action,
> then Bake NLA to Action, creating in the end a
> single action strip
> that contains keyframing information for your entire
> character
> animation. More extensive notes on
> shortcomings/possible expansion
> can be found in the patch tracker.
>
> I would NOT call this patch finished, but it has
> almost reached the
> limits of my c programming capabilities. I worked on
> this as a way to
> help Orange with it's action baking needs, and am
> hoping that a
> better programmer up the chain here can perhaps do
> some optimizations
> on the code. In particular, the function that
> generates a list of
> keyframes to sample from the NLA seems to be
> spectacularly
> inefficient, but it's the only way I can think of to
> do it. Also, it
> would be better to only set keys on pose channels
> that already have a
> key on that frame. I'm not sure if it's possible,
> but when baking,
> you want to shoot for the fewest relevant keys.
>
> Three notes:
>
> 1. When I started working on this, I thought I was
> working on a clean
> checkout of bf-blender, but was not. So, this patch
> also contains the
> MatchMoving feature I've developed. Orangers (and
> others) might find
> it useful.
>
> 2. To make the NLA strip for Object-level motion
> blend properly in
> NLA, I had to add a new NLA blend type: Multiply.
> Try it out.
>
> 3. I don't know what the hell I'm doing. Most of the
> coding I've done
> here is C&P from other parts of the Blender sources.
> New functions
> have been placed next to the ones I was cribbing
> from. If questions
> arise as to "why did you put that function in that
> file" or "why did
> you make function x non-static instead of just..."
> they can most
> likely be answered by the fact that I didn't know
> how to do it any
> other way. Suggestions/rewrites are welcome.
> --
> Roland Hess - harkyman
> _______________________________________________
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>
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