[Bf-committers] Anim system recode

Ton Roosendaal ton at blender.org
Mon Jul 4 08:47:48 CEST 2005


Hi,

I forgot the action constraint, it was not recoded yet. :)

I wanted to discuss constraints in general with Martin first too. The  
constraint evaluation needs a recode too. It has still ancient cruft in  
it, and could be designed more strictly, plus support transform() ...  
I'll do the first cleanup, with all constraints back working.

There are more little points... like the IK blend factor. Will keep  
track of it.

-Ton-


Will check your

On 4 Jul, 2005, at 1:00, bjornmose wrote:

> Ton Roosendaal wrote:
>> Hi,
>> (For those who don't have cvs mails, here's the cvs log!)
>> Result of 2 weeks of quiet coding work in Greece :)
>> Aim was to get a total refresh of the animation system.
> ..
>> - Depgraph is aware of all relationships, including meta balls,
>>   constraints, bevelcurve, and so on
> ..
>> TODO NOW;
> ..
>
>> - Depgraph code needs revision, cleanup, can be much faster!
>>   (But, compliments for Jean-Luc, it works like a charm!)
> ..
> compliments for Jean-Luc, yes, great work!
> Hum, still i guess there seems to be a problem with 'action  
> constraints'. /* i know things may get nasty there, since all bones  
> /** even parents **/ may move in the action as well /** allowing this  
> is allowing recursion --> dependancy circles, AKA infinite loops  **/  
> :) */
> Well at least the rig given there -->  
> http://www.elysiun.com/forum/viewtopic.php?t=31839&start=0
> and mine using actions don't behave. /* if nozzy and me use stuff like  
> that i'm almost sure bassam does too :) */
>> -Ton-
> wheee that scientist is writing riddles again!
>
> an again may be totally wrong since i needed to change code here to  
> make  it compile on msvc6:
>
> 1. declaring the variable before code in block ..
> 		else if ELEM(G.obedit->type, OB_CURVE, OB_SURF) {
> 			Nurb *nu;
> 			DAG_object_flush_update(G.scene, G.obedit, OB_RECALC_DATA);  /*  
> sets recalc flags */
> 			
> 			nu= editNurb.first;
> 			while(nu) {
>
>
> 2. commentig off the MT_assert since verify_boneptr(..) is not  
> declared in the msvc6 world
> float BL_ArmatureObject::GetBoneLength(Bone* bone) const
> {
> //	MT_assert(verify_boneptr((bArmature*) GetArmature(), bone) && "Bone  
> is not part of this armature.");
> 	
> 	return (MT_Point3(bone->head) - MT_Point3(bone->tail)).length();
> }
>
> -BM-
>
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>
------------------------------------------------------------------------ 
--
Ton Roosendaal  Blender Foundation ton at blender.org  
http://www.blender.org



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