[Bf-committers] Re: Re: Animation project

Ton Roosendaal ton at blender.org
Sun Jan 16 13:03:44 CET 2005


Hi,

> If possible it would be preferable to have mirroring based on polar
> coordinates.  This allows x,y,z, radial, and arbitrary axis mirroring.

Whilst I can imagine how it could work on meshes, for character posing  
the left-right symmetry is quite common. We can use the bone naming  
convention here.

Further I have no idea how to code arbitrary mirroring on armatures...

>
>> This is mathematically the most complex of the current issues,
> seeking for help here!
>
> I can dig up the papers that animanium IK solver is based on, I had
> planned to include them in the original proposal.  (Only the first of
> the two papers is available online, so the second will require a trip
> to the university...)

I rather find someone capable of coding the system first... can't  
really evaluate technology if that isn't directly mapped to Blender  
design by someone who will do the work. If such papers clearly  
describes (data & UI level) design issues... won't hurt to check of  
course.

>
> Also I have a few more tidbits that didn't get included in the version
> I sent you, which might be nice food for thought.  I haven't had
> access to my computer for a few days so that is why I've yet to
> publically post the proposal...  (hmm guess I have it in my outbox
> though, so can at least post the version I sent you...)

I feel already totally over-fed with thoughts, now its time to narrow  
down ideas into feasible projects! We not only have to make something  
that's good, but also something that will actually be done. Not  
everything is possible you know (blender design & coder competence  
restrictions). :)

-Ton-

------------------------------------------------------------------------ 
--
Ton Roosendaal  Blender Foundation ton at blender.org  
http://www.blender.org



More information about the Bf-committers mailing list