[Bf-committers] Armature total mess?
Jeremy Wall
zaphar at gmail.com
Mon Feb 7 15:34:47 CET 2005
The long and short of it is that constraints for armatures are
extremely limited in the current incarnation, requiring multitudes of
hacks to get even a simple rotation limit constraint working. Also
armature animation solving is slow and tracing the code is a
nightmare. Any future implementation will need a well exposed api for
extensibility. The data structures for the amatures have a lot of
redundant elements and make finding the piece you actually want to
modify and when to modify it difficult. A rewrite is definitely in
order.
On Mon, 7 Feb 2005 11:17:59 -0300 (ART), malefico andauer
<the3d_hut at yahoo.com.ar> wrote:
> Hi, just want to comment on this:
>
> --- Roland Hess <rolandh at reed-witting.com> escribió:
> > 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.
>
> Well, actually I'm part of a team which is indeed
> working on a big scale project. We have applied all
> known tricks in order to get the results we want.
> However, even when we are using the current animation
> system, we don't mind to switch to something new and
> better anytime.
>
> Please do not let "backward compatibility" interfere
> with improvement. Just my 2 cents.
>
> Regards.
>
> malefico.
>
>
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