[Bf-committers] Armature total mess?

zippy trip at spymac.com
Mon Feb 7 15:59:35 CET 2005


If you do rewrite, please please make a new cleaner faster work flow. 
No more edit, pose, and object modes. Just one nice clean all select  
and edit modes, or whatever just make it clean and fast.


On Feb 7, 2005, at 9:34 AM, Jeremy Wall wrote:

> 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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