[Bf-committers] Armature total mess?

Jeremy Wall zaphar at gmail.com
Sat Feb 5 20:04:04 CET 2005


Strange I seem to remember saying the exact same several months ago.
Unfortunately the task was beyond my abilities at the time. thus my on
hold note in the wiki. I'm glad to see some attention being paid to
the code though. It desperately needed it.


On Sat, 5 Feb 2005 14:20:25 +0100, Ton Roosendaal <ton at blender.org> wrote:
> Hi,
> 
> As part of the animation project, I've been diving deep into the
> current code.
> It's important to grasp how it currently works, to ensure a maximum
> compatibility for a painless transition. But here's where I completely
> get stuck...
> 
> There's a very complex design of data definitions which all seems to
> cross-reference, gets created and copied, and even all gets saved in
> files. Hardly no clear priority structure, no simple hierarchy in
> function calls, no clear distinction between basic data and
> derived/temporal data. And that for the complete set of Armature data,
> bones, poses, channels, actions, bone constraints, vertexgroups and so
> on.
> 
> My impression is that's a total confusing and wrong internal design,
> which is the main reason why development on this area was doomed.
> 
> Current conclusion; it not only has to be rebuilt from scratch, but we
> also have to drop any attempts for compatibility... and try to get a
> conversion coded *after* a new design has proven to work. If that's
> even possible.
> 
> For the devs here who ever tried to grasp it (Hos, Theeth); is this
> conclusion correct? Or should I not give up and try to reveil the
> hidden treasures of the current implementation?
> 
> Sigh! :)
> 
> -Ton-
> 
> ------------------------------------------------------------------------
> --
> Ton Roosendaal  Blender Foundation ton at blender.org
> http://www.blender.org
> 
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