[Bf-committers] Armature total mess?
Roland Hess
rolandh at reed-witting.com
Mon Feb 7 14:40:01 CET 2005
Ton - it seems you've gotten lots of advice from others, but I'll
chip in as well. I spent a lot of time tracing through the armature
and NLA code while working on my match-move feature for the NLA. Just
when I'd think I understood it and had a clear picture of what
happened where and why, I'd discover a new set of functions and just
be left wondering "Why oh why?"
I, like others here, would have to ask for a rewrite, breaking
backward compatibility. If one of the goals of this project is to
allow easier future development, then this is almost a must. I have
to believe that a less convoluted internal system would produce
better results AND be better for the future of the code.
As far as breaking backward compatibility, to me it is does not seem
like so much of a problem. Due the limitations of the character
animation tools, projects that I began that included character
animation were simply never completed. I doubt that there is a large
body of work out there that uses the more advanced features of the
current tool set. Therefore, the impact of a break i compatibility
would be minimal as compared to one in Mesh, IPO, or Material
structure. Blender's character animation tools have been little used
(note - not NEVER used), and with good reason. It's nearly impossible
to go beyond the basics in an efficient manner.
We're on a short peak with the current tools. We'll need to climb
back down and choose a higher mountain this time.
--
Roland Hess - harkyman
More information about the Bf-committers
mailing list